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output_log

The document contains a log of the initialization process for the game 'Cat Quest III', detailing paths for Mono and physics modules, as well as graphics device information. It highlights issues with missing scripts and the inability to create agents due to the absence of a valid NavMesh. Additionally, it notes the successful setting of various achievements and the completion of player respawn and camera settings.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views415 pages

output_log

The document contains a log of the initialization process for the game 'Cat Quest III', detailing paths for Mono and physics modules, as well as graphics device information. It highlights issues with missing scripts and the inability to create agents due to the absence of a valid NavMesh. Additionally, it notes the successful setting of various achievements and the completion of player respawn and camera settings.
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
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Mono path[0] = 'S:/torrent games/Cat Quest 3/Cat Quest III_Data/Managed'

Mono config path = 'S:/torrent games/Cat Quest 3/MonoBleedingEdge/etc'


[Physics::Module] Initialized MultithreadedJobDispatcher with 7 workers.
Initialize engine version: 2022.3.14f1 (eff2de9070d8)
[Subsystems] Discovering subsystems at path S:/torrent games/Cat Quest 3/Cat Quest
III_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1060 3GB (ID=0x1c02)
Vendor: NVIDIA
VRAM: 2965 MB
Driver: 31.0.15.5176
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 7.645 seconds
- Finished resetting the current domain, in 0.001 seconds
<RI> Initializing input.
New input system (experimental) initialized
Using Windows.Gaming.Input
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.865700 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 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 (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
start wall depth 10
Load called for path cq3_save0.dat
Load called for path cq3_settings.dat
Load called for path cq3_keybinds.dat
Load called for path cq3_autosave0.dat
SteamworksPlatform - OnEnable
System player in reset assignment: 9999999
Unloading 5 Unused Serialized files (Serialized files now loaded: 265)
UnloadTime: 11.152300 ms
Unloading 576 unused Assets to reduce memory usage. Loaded Objects now: 17977.
Total: 21.899800 ms (FindLiveObjects: 1.144000 ms CreateObjectMapping: 1.372300 ms
MarkObjects: 18.810000 ms DeleteObjects: 0.573000 ms)

Failed to create agent because there is no valid NavMesh


Buffer count: 34
Prewarming Inventory Panel
No overrides found ... will be using default settings.
Updating CameraPresetUICanvases
[Map UI Tool] --- Assigning Map Text Map UI material
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Framework] ===== Initialize Pool
Load called for path cq3_save0.dat
Load called for path cq3_save1.dat
Load called for path cq3_save2.dat
Load called for path cq3_save3.dat
Load called for path cq3_save4.dat
Load called for path cq3_save5.dat
Load called for path cq3_autosave0.dat
Load called for path cq3_save0.dat
System player in reset assignment: 9999999
New Controller assigned ... prepare container for 0
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
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading MainOverworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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 "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/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/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
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"
[ 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.
grid num 0
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 WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_PurrierReefTreasure
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_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 WorldQuest_Fishercat_FishSunset
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_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
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_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
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_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_FortWreck
Loading quest MainQuest_07_Key_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Spawing in
Spawing in
Spawing in
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 8007.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
Recreating render texture for Map UI
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
PlayInteractionFeedbackEffect
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -1
DESPAWNING!!!!
grid num 0
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -1
PlayInteractionFeedbackEffect
Chest Level: 10
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
PlayInteractionFeedbackEffect
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num 0
grid num -1
grid num 0
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -2
Obstacle Collision not linked to projectile behavior in the inspector.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -1
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 18039.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
<color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has
automatically been increased from 3125/50 to 3125/125. Use
DOTween.SetTweensCapacity to set it manually at startup
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
grid num -1
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 20251.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
No point of interests found for quest Coral Lake Gate!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 20859.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 22663.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Purrier Reef Treasure Hint Savepoint!
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Milk
Loading quest InteriorQuest_Tavern_Aelius_03
Loading quest InteriorQuest_Tavern_Aelius_02
Loading quest InteriorQuest_MamaMilka
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "ChestTrigger/ChestTrigger(Clone)/Chest_Base"
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 10
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
No point of interests found for quest Lost Item Milk!
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
No point of interests found for quest Aelius Tavern 03!
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_MageShop
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_MagicMirror
Loading quest InteriorQuest_LostItem_Voodoo
Loading quest InteriorQuest_MageShop
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_MageShop
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 34224.
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 34270.
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 34549.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
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 35353.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
awarded keys
awarded keys
[ 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
Projectile Reference not set in the inspector for VFX_BoarTusk's
ProjectileAnimEventBehaviour.
PlayInteractionFeedbackEffect
grid num 0
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 4175
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
charging is false
grid num -1
grid num 0
charging is false
charging is false
charging is false
Projectile Reference not set in the inspector for VFX_BoarTusk's
ProjectileAnimEventBehaviour.
PlayInteractionFeedbackEffect
grid num -1
grid num 0
charging is false
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: coral / Alpha / duration 0,4 / id 38844.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
charging is false
grid num -1
grid num 0
charging is false
grid num -1
grid num 0
grid num -1
grid num 0
charging is false
grid num -1
charging is false
grid num 0
grid num -1
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
grid num 0
grid num -1
charging is false
grid num 0
grid num -1
charging is false
PlayInteractionFeedbackEffect
charging is false
grid num 0
grid num -1
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
grid num 0
grid num -1
charging is false
Enemy is die, thank you forever.
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Empty container ... no audio!
Updating CameraPresetUICanvases
grid num 0
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 45288.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
grid num -1
No point of interests found for quest The Boaring King!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
grid num 0
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
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 47674.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 0
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_LovepurrCastle
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter03/Chapter03_01/LovepurrCastle_Crate_02
(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/EnemyRoom_02/LovepurrCastle_Barrel (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/Chapter01/Chapter01_02/LovepurrCastle_Crate_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/Chapter02/Chapter02_02/LovepurrCastle_Crate_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/Chapter01/Chapter01_04/LovepurrCastle_Crate_02
(8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/BadEnding_01/LovepurrCastle_Crate_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/Chapter03/Chapter03_05/LovepurrCastle_Flora"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/BadEnding_02/LovepurrCastle_Crate_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/EnemyRoom_01/LovepurrCastle_Barrel (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/Chapter02/Chapter02_06/LovepurrCastle_Crate_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/Chapter01/Chapter01_01/LovepurrCastle_Crate_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/EnemyRoom_02/LovepurrCastle_Barrel (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/Chapter02/Chapter02_01/LovepurrCastle_Crate_02
(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/Chapter02/Chapter02_04/LovepurrCastle_Crate_02
(18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter03/Chapter03_02/LovepurrCastle_Crate_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/Chapter03/Chapter03_06/LovepurrCastle_Crate_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/BadEnding_03/LovepurrCastle_Crate_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/Chapter03/Chapter03_04/LovepurrCastle_Crate_02
(18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter01/Chapter01_06/LovepurrCastle_Crate_01
(2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_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
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy 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!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
No point of interests found for quest DungeonQuest_LovepurrCastle!
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Chest Level: 20
Chest Level: 20
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_LovepurrCastle
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Spawing in
Spawing in
Spawing in
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
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
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
Chest Level: 20
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Chest Level: 20
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Cave_LovepurrCave
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
No point of interests found for quest Lovepurr Gate Gate 01!
Chest Level: 20
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Lovepurr Cave Love Book!
No point of interests found for quest Lovepurr Gate Gate 02!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Cave_LovepurrCave
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
No point of interests found for quest Love Book 01!
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Spawing in
Spawing in
Spawing in
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Updating CameraPresetUICanvases
Spawing in
charging is false
charging is false
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
[Instance Portal] --- OnInteract
Deaggro set destination
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_LovepurrCastle
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter03/Chapter03_01/LovepurrCastle_Crate_02
(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/EnemyRoom_02/LovepurrCastle_Barrel (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/Chapter01/Chapter01_02/LovepurrCastle_Crate_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/Chapter02/Chapter02_02/LovepurrCastle_Crate_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/Chapter01/Chapter01_04/LovepurrCastle_Crate_02
(8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/BadEnding_01/LovepurrCastle_Crate_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/Chapter03/Chapter03_05/LovepurrCastle_Flora"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/BadEnding_02/LovepurrCastle_Crate_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/EnemyRoom_01/LovepurrCastle_Barrel (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/Chapter02/Chapter02_06/LovepurrCastle_Crate_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/Chapter01/Chapter01_01/LovepurrCastle_Crate_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/EnemyRoom_02/LovepurrCastle_Barrel (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/Chapter02/Chapter02_01/LovepurrCastle_Crate_02
(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/Chapter02/Chapter02_04/LovepurrCastle_Crate_02
(18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter03/Chapter03_02/LovepurrCastle_Crate_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/Chapter03/Chapter03_06/LovepurrCastle_Crate_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/BadEnding_03/LovepurrCastle_Crate_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/Chapter03/Chapter03_04/LovepurrCastle_Crate_02
(18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Chapter01/Chapter01_06/LovepurrCastle_Crate_01
(2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_LovepurrCastle_Book03
Loading quest DungeonQuest_LovepurrCastle_Enemy_01
Loading quest DungeonQuest_LovepurrCastle_Book02
Loading quest DungeonQuest_LovepurrCastle_Clawford
Loading quest DungeonQuest_LovepurrCastle_Enemy_02
Loading quest DungeonQuest_LovepurrCastle_Main
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
No point of interests found for quest DungeonQuest_LovepurrCastle!
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Chest Level: 20
Chest Level: 20
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_LovepurrCastle
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Spawing in
Spawing in
Spawing in
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Spawing in
Spawing in
grid num -2
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 67329.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Obstacle Collision not linked to projectile behavior in the inspector.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Obstacle Collision not linked to projectile behavior in the inspector.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: front / Alpha / duration 0,4 / id 69515.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num -1
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
PlayInteractionFeedbackEffect
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
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 -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Ruins_Orion
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_03/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_01/Ruins_Pillar_04 (17)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_02/Ruins_Pillar_04 (18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_03/Ruins_Pillar_04 (33)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_04/Ruins_Pillar_04 (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/Floor_03/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (14)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_02/Ruins_Pillar_04 (17)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_04/Ruins_Pillar_04 (15)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_01/Ruins_Pillar_04 (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/Floor_01/Ruins_Pillar_04 (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/ChestTrigger_03/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_04/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_OrionRuins_Floor01_Gate/QuestObject_GateUp_Flo
or01/Gate/Ruins_Bars_Gate_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/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate (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
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate (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
"SceneController/Quests/MainQuest_03_OrionRuins/QuestObject_GateUp_BossTreasure/
Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 15
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 15
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Achievement setting successful for achievement ID 10300
awarded keys
awarded keys
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Chest Level: 15
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Chest Level: 15
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 15
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Ruins_Orion
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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


at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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


at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

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

at (wrapper managed-to-native)
UnityEngine.SpriteRenderer.get_color_Injected(UnityEngine.SpriteRenderer,UnityEngin
e.Color&)
at UnityEngine.SpriteRenderer.get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at DG.Tweening.DOTweenModuleSprite+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
DG.Tweening.Core.DOGetter`1[UnityEngine.Color].invoke_T()
at DG.Tweening.Plugins.ColorPlugin.EvaluateAndApply
(DG.Tweening.Plugins.Options.ColorOptions options, DG.Tweening.Tween t,
System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter,
DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, UnityEngine.Color
startValue, UnityEngine.Color changeValue, System.Single duration, System.Boolean
usingInversePosition, System.Int32 newCompletedSteps,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode,
DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

grid num -34


grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
PlayInteractionFeedbackEffect
Spawing in
charging is false
DESPAWNING!!!!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
PlayInteractionFeedbackEffect
awarded keys
awarded keys
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 74407.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
Spawing in
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
Save called for path cq3_autosave0.dat
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -2
charging is false
charging is false
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 76821.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Spawing in
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -2
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 82450.
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 82463.
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 82474.
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 82507.
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 82528.
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 82872.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num -2
grid num -3
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Obstacle Collision not linked to projectile behavior in the inspector.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
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_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
PlayInteractionFeedbackEffect
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
grid num -2
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 13483
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
phases 20
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
No point of interests found for quest Fort Tail!
Save called for path cq3_autosave0.dat
Chest Level: 5
Chest Level: 5
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -4
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 12443
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -3
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -2
Deaggro set destination
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
grid num -3
charging is false
Deaggro set destination
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
grid num -2
Achievement setting successful for achievement ID 10500
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Achievement setting successful for achievement ID 10700
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 97525.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
grid num -4
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 100258.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num -3
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_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_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!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_Tutorial_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!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 106723.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 108995.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 109736.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
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 110020.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
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 110732.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 110892.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Save called for path cq3_autosave0.dat
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 111132.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
grid num 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
grid num 0
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Failed to create agent because it is not close enough to the NavMesh
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
grid num 0
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
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 128200.
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 128204.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128222.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128308.
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 128352.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128482.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128486.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128498.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 128783.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
grid num 1
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
grid num 1
Updating CameraPresetUICanvases
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -32
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
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_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Spawing in
Spawing in
Spawing in
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 142908.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Failed to create agent because it is not close enough to the NavMesh
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 149960.
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 149978.
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 150001.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150073.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 151890.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 153094.
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 153099.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 153100.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 153162.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 153382.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 153459.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
grid num 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
grid num 0
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 156095.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num 0
grid num -1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 157986.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
grid num 0
grid num 1
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Chest Level: 25
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
DESPAWNING!!!!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
No point of interests found for quest Twilight Gate!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Chest Level: 25
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
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
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num 1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Fishercat_FishLove
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
Save called for path cq3_autosave0.dat
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
No point of interests found for quest MainQuest_05_Gate_01!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 167599.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
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 "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_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/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"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
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.
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
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Spawing in
Spawing in
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Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
No point of interests found for quest MainQuest_05_Gate_01!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Chest Level: 25
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
charging is false
charging is false
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
grid num -34
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
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Spawing in
Spawing in
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Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Spawing in
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
charging is false
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
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DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
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DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
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DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
awarded keys
awarded keys
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
charging is false
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Infinity length
charging is false
DESPAWNING!!!!
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Infinity length
charging is false
charging is false
PlayInteractionFeedbackEffect
charging is false
Infinity length
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 233254.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 233255.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 233256.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 233441.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Infinity length
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
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 "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_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/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"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: chest_top_front / Alpha / duration 0,4 / id 257723.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Spawing in
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
No point of interests found for quest MainQuest_05_Gate_02!
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Chest Level: 25
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Auto saving
Save called for path cq3_autosave0.dat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num -1
grid num 0
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00607840018346906
Updating animator play animation clip, playable time is 0,0121328355744481
Updating animator play animation clip, playable time is 0,0181872709654272
Updating animator play animation clip, playable time is 0,0242417063564062
Updating animator play animation clip, playable time is 0,0303198001347482
Updating animator play animation clip, playable time is 0,0363742355257273
Updating animator play animation clip, playable time is 0,0424434002488852
Updating animator play animation clip, playable time is 0,0484978356398642
Updating animator play animation clip, playable time is 0,0545713002793491
Updating animator play animation clip, playable time is 0,0606350004673004
Updating animator play animation clip, playable time is 0,0667444006539881
Updating animator play animation clip, playable time is 0,0727988360449672
Updating animator play animation clip, playable time is 0,0788635006174445
Updating animator play animation clip, playable time is 0,0849179360084236
Updating animator play animation clip, playable time is 0,0910588004626334
Updating animator play animation clip, playable time is 0,0972144003026187
Updating animator play animation clip, playable time is 0,103278600145131
Updating animator play animation clip, playable time is 0,10933303553611
Updating animator play animation clip, playable time is 0,115529099944979
Updating animator play animation clip, playable time is 0,121593699790537
Updating animator play animation clip, playable time is 0,12770209973678
Updating animator play animation clip, playable time is 0,133802999742329
Updating animator play animation clip, playable time is 0,139857435133308
Updating animator play animation clip, playable time is 0,145911870524287
Updating animator play animation clip, playable time is 0,151966305915266
Updating animator play animation clip, playable time is 0,158020741306245
Updating animator play animation clip, playable time is 0,164083799812943
Updating animator play animation clip, playable time is 0,170162499882281
Updating animator play animation clip, playable time is 0,176260499749333
Updating animator play animation clip, playable time is 0,182314935140312
Updating animator play animation clip, playable time is 0,188398599624634
Updating animator play animation clip, playable time is 0,194460999686271
Updating animator play animation clip, playable time is 0,20051543507725
Updating animator play animation clip, playable time is 0,206631399691105
Updating animator play animation clip, playable time is 0,212685835082084
Updating animator play animation clip, playable time is 0,218747699633241
Updating animator play animation clip, playable time is 0,22480213502422
Updating animator play animation clip, playable time is 0,230967699550092
Updating animator play animation clip, playable time is 0,237022134941071
Updating animator play animation clip, playable time is 0,24307657033205
Updating animator play animation clip, playable time is 0,2492112996988
Updating animator play animation clip, playable time is 0,255277199670672
Updating animator play animation clip, playable time is 0,261359199881554
Updating animator play animation clip, playable time is 0,267444199882448
Updating animator play animation clip, playable time is 0,273498635273427
Updating animator play animation clip, playable time is 0,279570399783552
Updating animator play animation clip, playable time is 0,285624835174531
Updating animator play animation clip, playable time is 0,29175389977172
Updating animator play animation clip, playable time is 0,297816999722272
Updating animator play animation clip, playable time is 0,303871435113251
Updating animator play animation clip, playable time is 0,310032699722797
Updating animator play animation clip, playable time is 0,316110999789089
Updating animator play animation clip, playable time is 0,322185599710792
Updating animator play animation clip, playable time is 0,328269799705595
Updating animator play animation clip, playable time is 0,334324235096574
Updating animator play animation clip, playable time is 0,340378670487553
Updating animator play animation clip, playable time is 0,346451199613512
Updating animator play animation clip, playable time is 0,352519799489528
Updating animator play animation clip, playable time is 0,358574234880507
Updating animator play animation clip, playable time is 0,364655499346554
Updating animator play animation clip, playable time is 0,37072779936716
Updating animator play animation clip, playable time is 0,376782234758139
Updating animator play animation clip, playable time is 0,382861099205911
Updating animator play animation clip, playable time is 0,388943999074399
Updating animator play animation clip, playable time is 0,394998434465379
Updating animator play animation clip, playable time is 0,401052869856358
Updating animator play animation clip, playable time is 0,407212599180639
Updating animator play animation clip, playable time is 0,413380498997867
Updating animator play animation clip, playable time is 0,419453798793256
Updating animator play animation clip, playable time is 0,425508234184235
Updating animator play animation clip, playable time is 0,431630398612469
Updating animator play animation clip, playable time is 0,437713398598135
Updating animator play animation clip, playable time is 0,443767833989114
Updating animator play animation clip, playable time is 0,449822269380093
Updating animator play animation clip, playable time is 0,45591849880293
Updating animator play animation clip, playable time is 0,461972934193909
Updating animator play animation clip, playable time is 0,468027369584888
Updating animator play animation clip, playable time is 0,474081804975867
Updating animator play animation clip, playable time is 0,480136240366846
Updating animator play animation clip, playable time is 0,486214698757976
Updating animator play animation clip, playable time is 0,492297298740596
Updating animator play animation clip, playable time is 0,498351734131575
Updating animator play animation clip, playable time is 0,504406169522554
Updating animator play animation clip, playable time is 0,51048269867897
Updating animator play animation clip, playable time is 0,516537134069949
Updating animator play animation clip, playable time is 0,522591569460928
Updating animator play animation clip, playable time is 0,528706598561257
Updating animator play animation clip, playable time is 0,534866398666054
Updating animator play animation clip, playable time is 0,540933498647064
Updating animator play animation clip, playable time is 0,546987934038043
Updating animator play animation clip, playable time is 0,55306979874149
Updating animator play animation clip, playable time is 0,559154098853469
Updating animator play animation clip, playable time is 0,565208534244448
Updating animator play animation clip, playable time is 0,571262969635427
Updating animator play animation clip, playable time is 0,577417098917067
Updating animator play animation clip, playable time is 0,583561998791993
Updating animator play animation clip, playable time is 0,589646498672664
Updating animator play animation clip, playable time is 0,600843998603523
Updating animator play animation clip, playable time is 0,606940098572522
Updating animator play animation clip, playable time is 0,612994533963501
Updating animator play animation clip, playable time is 0,621374098584056
Updating animator play animation clip, playable time is 0,627453398425132
Updating animator play animation clip, playable time is 0,634710098616779
Updating animator play animation clip, playable time is 0,640776098705828
Updating animator play animation clip, playable time is 0,647438498679549
Updating animator play animation clip, playable time is 0,653516498859972
Updating animator play animation clip, playable time is 0,659926398657262
Updating animator play animation clip, playable time is 0,665980834048241
Updating animator play animation clip, playable time is 0,672210998833179
Updating animator play animation clip, playable time is 0,678265434224159
Updating animator play animation clip, playable time is 0,68445749906823
Updating animator play animation clip, playable time is 0,690511934459209
Updating animator play animation clip, playable time is 0,696615199092776
Updating animator play animation clip, playable time is 0,702695298939943
Updating animator play animation clip, playable time is 0,708772998768836
Updating animator play animation clip, playable time is 0,714827434159815
Updating animator play animation clip, playable time is 0,720899598672986
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00608120020478964
Updating animator play animation clip, playable time is 0,0121424002572894
Updating animator play animation clip, playable time is 0,0182404001243412
Updating animator play animation clip, playable time is 0,0242948355153203
Updating animator play animation clip, playable time is 0,0303492709062994
Updating animator play animation clip, playable time is 0,0364156002178788
Updating animator play animation clip, playable time is 0,0424968004226685
Updating animator play animation clip, playable time is 0,0485512358136475
Updating animator play animation clip, playable time is 0,0546167003922164
Updating animator play animation clip, playable time is 0,0606878004036844
Updating animator play animation clip, playable time is 0,0667607001960278
Updating animator play animation clip, playable time is 0,0728307003155351
Updating animator play animation clip, playable time is 0,0788944005034864
Updating animator play animation clip, playable time is 0,0849488358944654
Updating animator play animation clip, playable time is 0,0910123004578054
Updating animator play animation clip, playable time is 0,0970806004479527
Updating animator play animation clip, playable time is 0,103150400333107
Updating animator play animation clip, playable time is 0,109228500165045
Updating animator play animation clip, playable time is 0,115282935556024
Updating animator play animation clip, playable time is 0,121337370947003
Updating animator play animation clip, playable time is 0,127391806337982
Updating animator play animation clip, playable time is 0,133459900040179
Updating animator play animation clip, playable time is 0,139514335431159
Updating animator play animation clip, playable time is 0,145579699892551
Updating animator play animation clip, playable time is 0,151644200086594
Updating animator play animation clip, playable time is 0,157711000181735
Updating animator play animation clip, playable time is 0,163765435572714
Updating animator play animation clip, playable time is 0,169902500230819
Updating animator play animation clip, playable time is 0,17596590006724
Updating animator play animation clip, playable time is 0,18202649988234
Updating animator play animation clip, playable time is 0,188176800031215
Updating animator play animation clip, playable time is 0,194252000190318
Updating animator play animation clip, playable time is 0,200306435581297
Updating animator play animation clip, playable time is 0,206469400320202
Updating animator play animation clip, playable time is 0,212523835711181
Updating animator play animation clip, playable time is 0,21857827110216
Updating animator play animation clip, playable time is 0,224720800295472
Updating animator play animation clip, playable time is 0,230898600071669
Updating animator play animation clip, playable time is 0,236953035462648
Updating animator play animation clip, playable time is 0,243007470853627
Updating animator play animation clip, playable time is 0,249135500285774
Updating animator play animation clip, playable time is 0,255209300201386
Updating animator play animation clip, playable time is 0,261302600149065
Updating animator play animation clip, playable time is 0,267357035540044
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181633061729372
Updating animator play animation clip, playable time is 0,0242379647679627
Updating animator play animation clip, playable time is 0,0302924001589417
Updating animator play animation clip, playable time is 0,0363468355499208
Updating animator play animation clip, playable time is 0,0424319650046527
Updating animator play animation clip, playable time is 0,0485103651881218
Updating animator play animation clip, playable time is 0,0545749650336802
Updating animator play animation clip, playable time is 0,0545749650336802
Updating animator play animation clip, playable time is 0,0606357650831342
Updating animator play animation clip, playable time is 0,0667207650840282
Updating animator play animation clip, playable time is 0,0727946651168168
Updating animator play animation clip, playable time is 0,0788491005077958
Updating animator play animation clip, playable time is 0,0849136649630964
Updating animator play animation clip, playable time is 0,0909901647828519
Updating animator play animation clip, playable time is 0,0970662645995617
Updating animator play animation clip, playable time is 0,103131664451212
Updating animator play animation clip, playable time is 0,109186099842191
Updating animator play animation clip, playable time is 0,11533826449886
Updating animator play animation clip, playable time is 0,12149376468733
Updating animator play animation clip, playable time is 0,127555664628744
Updating animator play animation clip, playable time is 0,133622564841062
Updating animator play animation clip, playable time is 0,139677000232041
Updating animator play animation clip, playable time is 0,14573143562302
Updating animator play animation clip, playable time is 0,151809765025973
Updating animator play animation clip, playable time is 0,157880565151572
Updating animator play animation clip, playable time is 0,163935000542551
Updating animator play animation clip, playable time is 0,170004865154624
Updating animator play animation clip, playable time is 0,17607406526804
Updating animator play animation clip, playable time is 0,182128500659019
Updating animator play animation clip, playable time is 0,188270365353674
Updating animator play animation clip, playable time is 0,194420465268195
Updating animator play animation clip, playable time is 0,200474900659174
Updating animator play animation clip, playable time is 0,206550465431064
Updating animator play animation clip, playable time is 0,212626165244728
Updating animator play animation clip, playable time is 0,218680600635707
Updating animator play animation clip, playable time is 0,2247628653422
Updating animator play animation clip, playable time is 0,230826065409929
Updating animator play animation clip, playable time is 0,236911565531045
Updating animator play animation clip, playable time is 0,242989665362984
Updating animator play animation clip, playable time is 0,249064665287733
Updating animator play animation clip, playable time is 0,255119100678712
Updating animator play animation clip, playable time is 0,261199465487152
Updating animator play animation clip, playable time is 0,267253900878131
Updating animator play animation clip, playable time is 0,273316365666687
Updating animator play animation clip, playable time is 0,279465965460986
Updating animator play animation clip, playable time is 0,285520400851965
Updating animator play animation clip, playable time is 0,291574836242944
Updating animator play animation clip, playable time is 0,297726965509355
Updating animator play animation clip, playable time is 0,303781400900334
Updating animator play animation clip, playable time is 0,309844365343451
Updating animator play animation clip, playable time is 0,315914665348828
Updating animator play animation clip, playable time is 0,321992865297943
Updating animator play animation clip, playable time is 0,328063465189189
Updating animator play animation clip, playable time is 0,33413196541369
Updating animator play animation clip, playable time is 0,340186400804669
Updating animator play animation clip, playable time is 0,346265365369618
Updating animator play animation clip, playable time is 0,352338365279138
Updating animator play animation clip, playable time is 0,358392800670117
Updating animator play animation clip, playable time is 0,364477665163577
Updating animator play animation clip, playable time is 0,370540065225214
Updating animator play animation clip, playable time is 0,376594500616193
Updating animator play animation clip, playable time is 0,382691665086895
Updating animator play animation clip, playable time is 0,388753765262663
Updating animator play animation clip, playable time is 0,394826165400445
Updating animator play animation clip, playable time is 0,400880600791425
Updating animator play animation clip, playable time is 0,407015265431255
Updating animator play animation clip, playable time is 0,41315736528486
Updating animator play animation clip, playable time is 0,419229565188289
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00613840017467737
Updating animator play animation clip, playable time is 0,0122947003692389
Updating animator play animation clip, playable time is 0,0183491357602179
Updating animator play animation clip, playable time is 0,0244249003008008
Updating animator play animation clip, playable time is 0,0304996003396809
Updating animator play animation clip, playable time is 0,0365624004043639
Updating animator play animation clip, playable time is 0,0426168357953429
Updating animator play animation clip, playable time is 0,048671271186322
Updating animator play animation clip, playable time is 0,054736400488764
Updating animator play animation clip, playable time is 0,0608039004728198
Updating animator play animation clip, playable time is 0,0668583358637989
Updating animator play animation clip, playable time is 0,0729313003830612
Updating animator play animation clip, playable time is 0,0790045005269349
Updating animator play animation clip, playable time is 0,0850757006555796
Updating animator play animation clip, playable time is 0,0911532007157803
Updating animator play animation clip, playable time is 0,0972138005308807
Updating animator play animation clip, playable time is 0,103276200592518
Updating animator play animation clip, playable time is 0,109342000447214
Updating animator play animation clip, playable time is 0,115406300406903
Updating animator play animation clip, playable time is 0,121579700615257
Updating animator play animation clip, playable time is 0,127634136006236
Updating animator play animation clip, playable time is 0,133688571397215
Updating animator play animation clip, playable time is 0,139843500684947
Updating animator play animation clip, playable time is 0,145913700573146
Updating animator play animation clip, playable time is 0,151968135964125
Updating animator play animation clip, playable time is 0,158042600378394
Updating animator play animation clip, playable time is 0,164195600431412
Updating animator play animation clip, playable time is 0,170340700540692
Updating animator play animation clip, playable time is 0,176408300641924
Updating animator play animation clip, playable time is 0,182482300791889
Updating animator play animation clip, playable time is 0,188548300880939
Updating animator play animation clip, playable time is 0,194620701018721
Updating animator play animation clip, playable time is 0,2006751364097
Updating animator play animation clip, playable time is 0,206809901166707
Updating animator play animation clip, playable time is 0,212876601144671
Updating animator play animation clip, playable time is 0,21893103653565
Updating animator play animation clip, playable time is 0,225094701163471
Updating animator play animation clip, playable time is 0,231187301222235
Updating animator play animation clip, playable time is 0,237241736613214
Updating animator play animation clip, playable time is 0,243296172004193
Updating animator play animation clip, playable time is 0,249350607395172
Updating animator play animation clip, playable time is 0,255431201308966
Updating animator play animation clip, playable time is 0,261485636699945
Updating animator play animation clip, playable time is 0,267540072090924
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121314292773604
Updating animator play animation clip, playable time is 0,0181858646683395
Updating animator play animation clip, playable time is 0,0242468290962279
Updating animator play animation clip, playable time is 0,0303276292979717
Updating animator play animation clip, playable time is 0,0363988294266164
Updating animator play animation clip, playable time is 0,0424532648175955
Updating animator play animation clip, playable time is 0,0485286293551326
Updating animator play animation clip, playable time is 0,0545830647461116
Updating animator play animation clip, playable time is 0,0607377295382321
Updating animator play animation clip, playable time is 0,0668163294903934
Updating animator play animation clip, playable time is 0,0728707648813725
Updating animator play animation clip, playable time is 0,0790009293705225
Updating animator play animation clip, playable time is 0,0850986293517053
Updating animator play animation clip, playable time is 0,0911530647426844
Updating animator play animation clip, playable time is 0,0972075001336634
Updating animator play animation clip, playable time is 0,103261935524642
Updating animator play animation clip, playable time is 0,109354929532856
Updating animator play animation clip, playable time is 0,115440829657018
Updating animator play animation clip, playable time is 0,121495265047997
Updating animator play animation clip, playable time is 0,12762002972886
Updating animator play animation clip, playable time is 0,133700729813427
Updating animator play animation clip, playable time is 0,139755165204406
Updating animator play animation clip, playable time is 0,14582163002342
Updating animator play animation clip, playable time is 0,152353929821402
Updating animator play animation clip, playable time is 0,158535029739141
Updating animator play animation clip, playable time is 0,165186929516494
Updating animator play animation clip, playable time is 0,17169972974807
Updating animator play animation clip, playable time is 0,17169972974807
Updating animator play animation clip, playable time is 0,177763929590583
Updating animator play animation clip, playable time is 0,184065729379654
Updating animator play animation clip, playable time is 0,190120164770633
Updating animator play animation clip, playable time is 0,196306129451841
Updating animator play animation clip, playable time is 0,202372829429805
Updating animator play animation clip, playable time is 0,208520429208875
Updating animator play animation clip, playable time is 0,214599129278213
Updating animator play animation clip, playable time is 0,220758129376918
Updating animator play animation clip, playable time is 0,226812564767897
Updating animator play animation clip, playable time is 0,232867000158876
Updating animator play animation clip, playable time is 0,2390221292153
Updating animator play animation clip, playable time is 0,245096929371357
Updating animator play animation clip, playable time is 0,251151364762336
Updating animator play animation clip, playable time is 0,257216229569167
Updating animator play animation clip, playable time is 0,263320429716259
Updating animator play animation clip, playable time is 0,269387029577047
Updating animator play animation clip, playable time is 0,275441464968026
Updating animator play animation clip, playable time is 0,281495900359005
Updating animator play animation clip, playable time is 0,287596029695123
Updating animator play animation clip, playable time is 0,293742929585278
Updating animator play animation clip, playable time is 0,299797364976257
Updating animator play animation clip, playable time is 0,305851800367236
Updating animator play animation clip, playable time is 0,312008329667151
Updating animator play animation clip, playable time is 0,318086029496044
Updating animator play animation clip, playable time is 0,324171929620206
Updating animator play animation clip, playable time is 0,330226365011185
Updating animator play animation clip, playable time is 0,336293729487807
Updating animator play animation clip, playable time is 0,342357029672712
Updating animator play animation clip, playable time is 0,348411465063691
Updating animator play animation clip, playable time is 0,35446590045467
Updating animator play animation clip, playable time is 0,360607729759067
Updating animator play animation clip, playable time is 0,366794229950756
Updating animator play animation clip, playable time is 0,372876530047506
Updating animator play animation clip, playable time is 0,378930965438485
Updating animator play animation clip, playable time is 0,384994930122048
Updating animator play animation clip, playable time is 0,391086630057544
Updating animator play animation clip, playable time is 0,397141065448523
Updating animator play animation clip, playable time is 0,403195500839502
Updating animator play animation clip, playable time is 0,409265430178493
Updating animator play animation clip, playable time is 0,415319865569472
Updating animator play animation clip, playable time is 0,421400130260736
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,0060710646212101
Updating animator play animation clip, playable time is 0,0121255000121891
Updating animator play animation clip, playable time is 0,0182641646824777
Updating animator play animation clip, playable time is 0,024431764613837
Updating animator play animation clip, playable time is 0,0304862000048161
Updating animator play animation clip, playable time is 0,0365742645226419
Updating animator play animation clip, playable time is 0,0426286999136209
Updating animator play animation clip, playable time is 0,048697164747864
Updating animator play animation clip, playable time is 0,0547516001388431
Updating animator play animation clip, playable time is 0,0608300645835698
Updating animator play animation clip, playable time is 0,0668844999745488
Updating animator play animation clip, playable time is 0,0729625644162297
Updating animator play animation clip, playable time is 0,0790268643759191
Updating animator play animation clip, playable time is 0,0852466644719243
Updating animator play animation clip, playable time is 0,0913010998629034
Updating animator play animation clip, playable time is 0,0973555352538824
Updating animator play animation clip, playable time is 0,103461364284158
Updating animator play animation clip, playable time is 0,109538764227182
Updating animator play animation clip, playable time is 0,115700864233077
Updating animator play animation clip, playable time is 0,121755299624056
Updating animator play animation clip, playable time is 0,12781946407631
Updating animator play animation clip, playable time is 0,133873899467289
Updating animator play animation clip, playable time is 0,139944264199585
Updating animator play animation clip, playable time is 0,146012864075601
Updating animator play animation clip, playable time is 0,152080864179879
Updating animator play animation clip, playable time is 0,158144164364785
Updating animator play animation clip, playable time is 0,164198599755764
Updating animator play animation clip, playable time is 0,170292764436454
Updating animator play animation clip, playable time is 0,176347199827433
Updating animator play animation clip, playable time is 0,182416464667767
Updating animator play animation clip, playable time is 0,188507664483041
Updating animator play animation clip, playable time is 0,19456209987402
Updating animator play animation clip, playable time is 0,200622764416039
Updating animator play animation clip, playable time is 0,206677199807018
Updating animator play animation clip, playable time is 0,212747064419091
Updating animator play animation clip, playable time is 0,218826864380389
Updating animator play animation clip, playable time is 0,224881299771369
Updating animator play animation clip, playable time is 0,230935735162348
Updating animator play animation clip, playable time is 0,237017164472491
Updating animator play animation clip, playable time is 0,24307159986347
Updating animator play animation clip, playable time is 0,249137164559215
Updating animator play animation clip, playable time is 0,255191599950194
Updating animator play animation clip, playable time is 0,261345764622092
Updating animator play animation clip, playable time is 0,267520364839584
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num 1
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
grid num 1
charging is false
charging is false
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
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 "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_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/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"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
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_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_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_FortWreck
Loading quest MainQuest_07_Key_02
Spawing in
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Failed to create agent because it is not close enough to the NavMesh
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Spawing in
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num -1
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
grid num 0
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,0061149001121521
Updating animator play animation clip, playable time is 0,0121693355031312
Updating animator play animation clip, playable time is 0,0182237708941102
Updating animator play animation clip, playable time is 0,0243844999931753
Updating animator play animation clip, playable time is 0,0305599998682737
Updating animator play animation clip, playable time is 0,0366144352592528
Updating animator play animation clip, playable time is 0,0426853001117706
Updating animator play animation clip, playable time is 0,0487397355027497
Updating animator play animation clip, playable time is 0,0548193003050983
Updating animator play animation clip, playable time is 0,0608737356960773
Updating animator play animation clip, playable time is 0,0669281710870564
Updating animator play animation clip, playable time is 0,0729826064780354
Updating animator play animation clip, playable time is 0,0790658001787961
Updating animator play animation clip, playable time is 0,0851473002694547
Updating animator play animation clip, playable time is 0,0912095000967383
Updating animator play animation clip, playable time is 0,0972639354877174
Updating animator play animation clip, playable time is 0,103328000288457
Updating animator play animation clip, playable time is 0,109411600511521
Updating animator play animation clip, playable time is 0,1154660359025
Updating animator play animation clip, playable time is 0,121520471293479
Updating animator play animation clip, playable time is 0,127574906684458
Updating animator play animation clip, playable time is 0,133711800444871
Updating animator play animation clip, playable time is 0,139781500212848
Updating animator play animation clip, playable time is 0,145835935603827
Updating animator play animation clip, playable time is 0,151908100116998
Updating animator play animation clip, playable time is 0,157980599906296
Updating animator play animation clip, playable time is 0,164035035297275
Updating animator play animation clip, playable time is 0,170103400014341
Updating animator play animation clip, playable time is 0,176178699824959
Updating animator play animation clip, playable time is 0,182251099962741
Updating animator play animation clip, playable time is 0,188320799730718
Updating animator play animation clip, playable time is 0,194381899666041
Updating animator play animation clip, playable time is 0,200445299502462
Updating animator play animation clip, playable time is 0,206499734893441
Updating animator play animation clip, playable time is 0,212632799521089
Updating animator play animation clip, playable time is 0,218695299699903
Updating animator play animation clip, playable time is 0,224749735090882
Updating animator play animation clip, playable time is 0,230906099546701
Updating animator play animation clip, playable time is 0,237008999567479
Updating animator play animation clip, playable time is 0,243063434958458
Updating animator play animation clip, playable time is 0,249117870349437
Updating animator play animation clip, playable time is 0,255172305740416
Updating animator play animation clip, playable time is 0,26125569967553
Updating animator play animation clip, playable time is 0,267310135066509
Updating animator play animation clip, playable time is 0,273376199882478
Updating animator play animation clip, playable time is 0,279444099869579
Updating animator play animation clip, playable time is 0,285583799704909
Updating animator play animation clip, playable time is 0,292098299600184
Updating animator play animation clip, playable time is 0,298272199463099
Updating animator play animation clip, playable time is 0,304430699441582
Updating animator play animation clip, playable time is 0,310637799557298
Updating animator play animation clip, playable time is 0,317500199656934
Updating animator play animation clip, playable time is 0,32405659975484
Updating animator play animation clip, playable time is 0,330117599572986
Updating animator play animation clip, playable time is 0,336430199444294
Updating animator play animation clip, playable time is 0,342490799259394
Updating animator play animation clip, playable time is 0,348682599142194
Updating animator play animation clip, playable time is 0,354754499159753
Updating animator play animation clip, playable time is 0,360872099176049
Updating animator play animation clip, playable time is 0,367154399398714
Updating animator play animation clip, playable time is 0,373354399576783
Updating animator play animation clip, playable time is 0,379421299789101
Updating animator play animation clip, playable time is 0,385553199797869
Updating animator play animation clip, playable time is 0,391614299733192
Updating animator play animation clip, playable time is 0,397737799677998
Updating animator play animation clip, playable time is 0,403800399508327
Updating animator play animation clip, playable time is 0,409854834899306
Updating animator play animation clip, playable time is 0,415998799726367
Updating animator play animation clip, playable time is 0,422134299762547
Updating animator play animation clip, playable time is 0,428196199703962
Updating animator play animation clip, playable time is 0,434261999558657
Updating animator play animation clip, playable time is 0,440383599605411
Updating animator play animation clip, playable time is 0,44650589954108
Updating animator play animation clip, playable time is 0,452835399657488
Updating animator play animation clip, playable time is 0,459431799594313
Updating animator play animation clip, playable time is 0,467605099547654
Updating animator play animation clip, playable time is 0,474573499523103
Updating animator play animation clip, playable time is 0,480627934914082
Updating animator play animation clip, playable time is 0,487135799601674
Updating animator play animation clip, playable time is 0,493199399672449
Updating animator play animation clip, playable time is 0,499481899663806
Updating animator play animation clip, playable time is 0,505557099822909
Updating animator play animation clip, playable time is 0,511698999907821
Updating animator play animation clip, playable time is 0,517768300138414
Updating animator play animation clip, playable time is 0,523907800205052
Updating animator play animation clip, playable time is 0,529962235596031
Updating animator play animation clip, playable time is 0,536095899995416
Updating animator play animation clip, playable time is 0,542167699895799
Updating animator play animation clip, playable time is 0,548222135286778
Updating animator play animation clip, playable time is 0,554363199975342
Updating animator play animation clip, playable time is 0,560523000080138
Updating animator play animation clip, playable time is 0,566598100122064
Updating animator play animation clip, playable time is 0,572652535513043
Updating animator play animation clip, playable time is 0,578808600082994
Updating animator play animation clip, playable time is 0,584902100265026
Updating animator play animation clip, playable time is 0,590956535656005
Updating animator play animation clip, playable time is 0,597070700488985
Updating animator play animation clip, playable time is 0,603141600266099
Updating animator play animation clip, playable time is 0,609196035657078
Updating animator play animation clip, playable time is 0,615339300129563
Updating animator play animation clip, playable time is 0,621421900112182
Updating animator play animation clip, playable time is 0,627482800278813
Updating animator play animation clip, playable time is 0,633552200160921
Updating animator play animation clip, playable time is 0,639629200100899
Updating animator play animation clip, playable time is 0,645705600269139
Updating animator play animation clip, playable time is 0,651760035660118
Updating animator play animation clip, playable time is 0,657826400361955
Updating animator play animation clip, playable time is 0,663880835752934
Updating animator play animation clip, playable time is 0,669957500416785
Updating animator play animation clip, playable time is 0,67602420039475
Updating animator play animation clip, playable time is 0,682078635785729
Updating animator play animation clip, playable time is 0,688173000235111
Updating animator play animation clip, playable time is 0,694248900283128
Updating animator play animation clip, playable time is 0,700311100110412
Updating animator play animation clip, playable time is 0,706365535501391
Updating animator play animation clip, playable time is 0,712492700200528
Updating animator play animation clip, playable time is 0,718660500366241
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181741002015769
Updating animator play animation clip, playable time is 0,0242407000623643
Updating animator play animation clip, playable time is 0,0302951354533434
Updating animator play animation clip, playable time is 0,036430099979043
Updating animator play animation clip, playable time is 0,0425803000107408
Updating animator play animation clip, playable time is 0,0486444002017379
Updating animator play animation clip, playable time is 0,0547072002664208
Updating animator play animation clip, playable time is 0,060773600358516
Updating animator play animation clip, playable time is 0,0668428004719317
Updating animator play animation clip, playable time is 0,0729183005169034
Updating animator play animation clip, playable time is 0,0789841003715992
Updating animator play animation clip, playable time is 0,0850506005808711
Updating animator play animation clip, playable time is 0,0911144004203379
Updating animator play animation clip, playable time is 0,0971998004242778
Updating animator play animation clip, playable time is 0,103262800257653
Updating animator play animation clip, playable time is 0,109330400358886
Updating animator play animation clip, playable time is 0,115403700154275
Updating animator play animation clip, playable time is 0,121468600351363
Updating animator play animation clip, playable time is 0,127541500143707
Updating animator play animation clip, playable time is 0,133595935534686
Updating animator play animation clip, playable time is 0,139650370925665
Updating animator play animation clip, playable time is 0,14573680004105
Updating animator play animation clip, playable time is 0,151808300055563
Updating animator play animation clip, playable time is 0,157919300254434
Updating animator play animation clip, playable time is 0,163993200287223
Updating animator play animation clip, playable time is 0,170047635678202
Updating animator play animation clip, playable time is 0,17611850053072
Updating animator play animation clip, playable time is 0,182272900361568
Updating animator play animation clip, playable time is 0,188448200467974
Updating animator play animation clip, playable time is 0,194502635858953
Updating animator play animation clip, playable time is 0,200581900309771
Updating animator play animation clip, playable time is 0,206664100289345
Updating animator play animation clip, playable time is 0,212726700119674
Updating animator play animation clip, playable time is 0,218793500214815
Updating animator play animation clip, playable time is 0,224856300279498
Updating animator play animation clip, playable time is 0,230940300505608
Updating animator play animation clip, playable time is 0,237006000708789
Updating animator play animation clip, playable time is 0,243302941072949
Updating animator play animation clip, playable time is 0,249830486768845
Updating animator play animation clip, playable time is 0,25667815079186
Updating animator play animation clip, playable time is 0,263825795345275
Updating animator play animation clip, playable time is 0,271112585684691
Updating animator play animation clip, playable time is 0,0075485138206044
Updating animator play animation clip, playable time is 0,0153882020910248
Updating animator play animation clip, playable time is 0,0234759025879928
Updating animator play animation clip, playable time is 0,0318514109781407
Updating animator play animation clip, playable time is 0,0404956447119033
Updating animator play animation clip, playable time is 0,049443045317865
Updating animator play animation clip, playable time is 0,049443045317865
Updating animator play animation clip, playable time is 0,0586733039942253
Updating animator play animation clip, playable time is 0,0682109171627713
Updating animator play animation clip, playable time is 0,0780371471872277
Updating animator play animation clip, playable time is 0,0881305574894605
Updating animator play animation clip, playable time is 0,0985502800594106
Updating animator play animation clip, playable time is 0,109259138479401
Updating animator play animation clip, playable time is 0,120259892821876
Updating animator play animation clip, playable time is 0,131580348926214
Updating animator play animation clip, playable time is 0,143146883958928
Updating animator play animation clip, playable time is 0,155018188453917
Updating animator play animation clip, playable time is 0,167182843445785
Updating animator play animation clip, playable time is 0,179631499534177
Updating animator play animation clip, playable time is 0,192346344863151
Updating animator play animation clip, playable time is 0,20533948908043
Updating animator play animation clip, playable time is 0,218591539958375
Updating animator play animation clip, playable time is 0,232182283959076
Updating animator play animation clip, playable time is 0,245915779508714
Updating animator play animation clip, playable time is 0,259884250672006
Updating animator play animation clip, playable time is 0,27407672259537
Updating animator play animation clip, playable time is 0,288512370956117
Updating animator play animation clip, playable time is 0,30331559568715
Updating animator play animation clip, playable time is 0,318252986118707
Updating animator play animation clip, playable time is 0,333442213487181
Updating animator play animation clip, playable time is 0,348769284468649
Updating animator play animation clip, playable time is 0,364032893729357
Updating animator play animation clip, playable time is 0,380446862356303
Updating animator play animation clip, playable time is 0,395944227481713
Updating animator play animation clip, playable time is 0,412030376944694
Updating animator play animation clip, playable time is 0,428270691111711
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,0168365728667061
Updating animator play animation clip, playable time is 0,0325781030951364
Updating animator play animation clip, playable time is 0,0483196333235667
Updating animator play animation clip, playable time is 0,0680045683352035
Updating animator play animation clip, playable time is 0,08746114715774
Updating animator play animation clip, playable time is 0,10331100528505
Updating animator play animation clip, playable time is 0,121609543201851
Updating animator play animation clip, playable time is 0,137377762526588
Updating animator play animation clip, playable time is 0,153119292755018
Updating animator play animation clip, playable time is 0,169837719699288
Updating animator play animation clip, playable time is 0,185579249927718
Updating animator play animation clip, playable time is 0,201795878517679
Updating animator play animation clip, playable time is 0,217537408746109
Updating animator play animation clip, playable time is 0,23351925585963
Updating animator play animation clip, playable time is 0,24926078608806
Updating animator play animation clip, playable time is 0,26519739346412
Updating animator play animation clip, playable time is 0,280978872586659
Updating animator play animation clip, playable time is 0,0159743999790907
Updating animator play animation clip, playable time is 0,0319480178335119
Updating animator play animation clip, playable time is 0,0477557586684429
Updating animator play animation clip, playable time is 0,0634972888968732
Updating animator play animation clip, playable time is 0,0793405558683002
Updating animator play animation clip, playable time is 0,0952871335178174
Updating animator play animation clip, playable time is 0,111028663746248
Updating animator play animation clip, playable time is 0,126770193974678
Updating animator play animation clip, playable time is 0,142807329795871
Updating animator play animation clip, playable time is 0,158548860024301
Updating animator play animation clip, playable time is 0,174313867310728
Updating animator play animation clip, playable time is 0,19035638720066
Updating animator play animation clip, playable time is 0,206235627064005
Updating animator play animation clip, playable time is 0,222216006785732
Updating animator play animation clip, playable time is 0,23862408641901
Updating animator play animation clip, playable time is 0,255127584051246
Updating animator play animation clip, playable time is 0,27089372457094
Updating animator play animation clip, playable time is 0,28663525479937
Updating animator play animation clip, playable time is 0,302732022178374
Updating animator play animation clip, playable time is 0,318489841424301
Updating animator play animation clip, playable time is 0,334423681096035
Updating animator play animation clip, playable time is 0,350202040194931
Updating animator play animation clip, playable time is 0,366126519795738
Updating animator play animation clip, playable time is 0,381951679249275
Updating animator play animation clip, playable time is 0,381951679249275
Updating animator play animation clip, playable time is 0,397693209477705
Updating animator play animation clip, playable time is 0,413434739706136
Updating animator play animation clip, playable time is 0,43005427509777
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,0182592791326952
Updating animator play animation clip, playable time is 0,0354366994503319
Updating animator play animation clip, playable time is 0,0511782296787622
Updating animator play animation clip, playable time is 0,0690164763311041
Updating animator play animation clip, playable time is 0,0849952954356492
Updating animator play animation clip, playable time is 0,100978275782437
Updating animator play animation clip, playable time is 0,116968795278323
Updating animator play animation clip, playable time is 0,132710325506753
Updating animator play animation clip, playable time is 0,14874443331897
Updating animator play animation clip, playable time is 0,164910712936013
Updating animator play animation clip, playable time is 0,180652243164443
Updating animator play animation clip, playable time is 0,197341551098766
Updating animator play animation clip, playable time is 0,213305550999048
Updating animator play animation clip, playable time is 0,229047081227478
Updating animator play animation clip, playable time is 0,245386688630599
Updating animator play animation clip, playable time is 0,261145547884407
Updating animator play animation clip, playable time is 0,277164666991658
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -1
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
grid num 0
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
charging is false
charging is false
DESPAWNING!!!!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
grid num 1
grid num 0
charging is false
grid num 1
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Ruins_Centauri
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_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/Floor_05/Ruins_Pillar_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/Floor_03/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_04/Ruins_Mural_Stairs"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_B/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_FloorA_Gate/QuestObject_GateUp_F
loor_A/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_FloorA_Gate/QuestObject_GateUp_F
loor_A/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_FloorA_Gate/QuestObject_GateUp_F
loor_A/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_FloorA_Gate/QuestObject_GateUp_F
loor_A/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_FloorA_Gate/QuestObject_GateUp_F
loor_A/Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Chest Level: 30
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
No point of interests found for quest DungeonQuest_CentauriRuins_FloorA_Gate!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Ruins_Centauri
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_02
Failed to create agent because it is not close enough to the NavMesh
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_Fishercat
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Ruins_Centauri
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_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/Floor_05/Ruins_Pillar_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/Floor_03/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_04/Ruins_Mural_Stairs"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_B/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch (2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest MainQuest_05_CentauriRuins
Loading quest DungeonQuest_GoingPostal_OinkerChief
Loading quest DungeonQuest_CentauriRuins_Floor01_Gate
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
ID: 35943
Stacked Music to play: BGM_Combat
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 35943
Stacked Music to play: BGM_Combat
ID: 35943
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Ruins_Centauri
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_02
Failed to create agent because it is not close enough to the NavMesh
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_Fishercat
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Ruins_Centauri
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_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/Floor_05/Ruins_Pillar_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/Floor_03/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_04/Ruins_Mural_Stairs"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_B/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch (2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest MainQuest_05_CentauriRuins
Loading quest DungeonQuest_GoingPostal_OinkerChief
Loading quest DungeonQuest_CentauriRuins_Floor01_Gate
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
awarded keys
awarded keys
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 37323
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Ruins_Centauri
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_02
Failed to create agent because it is not close enough to the NavMesh
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_Fishercat
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Ruins_Centauri
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_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/Floor_05/Ruins_Pillar_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/Floor_03/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_04/Ruins_Mural_Stairs"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_B/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch (2)"
Loading quest MainQuest_05_CentauriRuins
Loading quest DungeonQuest_GoingPostal_OinkerChief
Loading quest DungeonQuest_CentauriRuins_Floor01_Gate
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 38809
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_ChubbyBoss_PigBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
charging is false
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Ruins_Centauri
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) (UnityEngine.GameObject) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
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!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"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 "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/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_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/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
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_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"
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
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_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_02
Failed to create agent because it is not close enough to the NavMesh
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_Fishercat
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Ruins_Centauri
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_04 (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/Floor_04/Ruins_Pillar_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/Floor_01/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_02/Ruins_Pillar_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/Floor_05/Ruins_Pillar_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/Floor_03/Ruins_Pillar_04 (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/Floor_A/Ruins_Pillar_04 (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/Floor_04/Ruins_Mural_Stairs"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_A/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_B/Ruins_Pillar_04_Torch"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Floor_C/Ruins_Pillar_04_Torch (2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest MainQuest_05_CentauriRuins
Loading quest DungeonQuest_GoingPostal_OinkerChief
Loading quest DungeonQuest_CentauriRuins_Floor01_Gate
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate (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
"SceneController/Quests/DungeonQuest_CentauriRuins_Floor01_Gate/QuestObject_GateUp_
Floor_01/Gate/Ruins_Bars_Gate_02"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Setting up 2 worker threads for Enlighten.
NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-
14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-
14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

IOException: The file 'C:\Users\А\Documents\Cat Quest III\Crashes\2024-09-


14_234114\output_log.txt' already exists.
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String
destFullPath, System.Boolean overwrite) [0x00060] in
<a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName,
System.Boolean overwrite) [0x00062] in <a3b02d6f9b494355b946095ea1f25c54>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName)
[0x00000] in <a3b02d6f9b494355b946095ea1f25c54>:0
at ProjectStar.Main.LogErrorsToSaveFolder (System.String condition, System.String
stackTrace, UnityEngine.LogType type) [0x00081] in
<9b7eddb0efb44d4985ac3f6058e92987>:0
at UnityEngine.Application.CallLogCallback (System.String logString,
System.String stackTrace, UnityEngine.LogType type, System.Boolean
invokedOnMainThread) [0x00015] in <7f2ccf3999ca4756b70a33db243fabf4>:0

NullReferenceException
at (wrapper managed-to-native)
UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int)
at UnityEngine.Material.GetFloat (System.String name) [0x00008] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0
at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in
<7849708233ae429887081367406a3d03>:0
at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in
<ce1712e956a641a1b28bbe9a8b9cb469>:0

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