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GfxDevice: creating device client; threaded=1
Direct3D:
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Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
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Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
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Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\System.dll (this message is harmless)
<RI> Initializing input.
<RI> Input initialized.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initialized touch support.
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Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
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Registering callbacks
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
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Line: 51)
Unloading 1351 unused Assets to reduce memory usage. Loaded Objects now: 26596.
Total: 18.186100 ms (FindLiveObjects: 1.019300 ms CreateObjectMapping: 1.066400 ms
MarkObjects: 12.471000 ms DeleteObjects: 3.628100 ms)
(Filename:
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Line: 51)
(Filename:
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Line: 51)
(Filename:
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Line: 51)
(Filename:
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Line: 51)
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Camera (1)') is missing!
The referenced script on this Behaviour (Game Object 'Camera (1)') is missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
(Filename: Line: 1744)
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke (2)')
is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke (1)')
is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke (1)')
is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "SK_Opel_618". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "SK_Opel_604". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "SK_Opel_994". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!
The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1334". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1362". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1329". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_484". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1313". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
Failed to create Convex Mesh from source mesh "Hull_1441". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1331". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
Failed to create Convex Mesh from source mesh "Hull_1365". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1340". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1359". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
Failed to create Convex Mesh from source mesh "Hull_1360". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Hull_1349". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "DrawCall28_871". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "DrawCall28_909". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "DrawCall28_870". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "DrawCall28_864". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
Failed to create Convex Mesh from source mesh "DrawCall28_869". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "DrawCall28_951". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_129". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_120". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_132". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_133". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_133". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_120". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_132". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename: Line: 54)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "LOD01_t-31_129". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Mesh_0070_718". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
Failed to create Convex Mesh from source mesh "Mesh_0070_347". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Mesh_0070_517". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
Failed to create Convex Mesh from source mesh "Mesh_0070_033". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Mesh_0070_426". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "Mesh_0070_171". Source mesh is
likely have too many smooth surface regions. Please reduce the surface smoothness
of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_172". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_200". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
[Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use
the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_167". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_199". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_167". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_199". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
Failed to create Convex Mesh from source mesh "base_172". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp
Line: 1116)
(Filename:
C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp
Line: 253)
Failed to create Convex Mesh from source mesh "base_200". Source mesh is likely
have too many smooth surface regions. Please reduce the surface smoothness of the
source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width
sufficiently for this mesh.
The referenced script on this Behaviour (Game Object 'Point light') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!
The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!
The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!
The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_ExplosiveSmoke Big Alt')
is missing!
The referenced script on this Behaviour (Game Object 'WFX_ExplosiveSmoke Big Alt')
is missing!
The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!
The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!
The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!
The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!
Loaded 330 mod files, total file size on disk: 1208 MB.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 1268 unused Assets to reduce memory usage. Loaded Objects now: 310747.
Total: 1814.003174 ms (FindLiveObjects: 11.583900 ms CreateObjectMapping: 20.017900
ms MarkObjects: 1771.418091 ms DeleteObjects: 10.982600 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
The referenced script on this Behaviour (Game Object 'Terrain (1)') is missing!
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 311746.
Total: 362.163513 ms (FindLiveObjects: 12.887400 ms CreateObjectMapping: 25.521900
ms MarkObjects: 127.620697 ms DeleteObjects: 196.132309 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ClearGraphs()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning graphs...
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning Boat graph - Boat Pathfinding Box
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Relevant points: 6
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Max Coverage: 85
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 9301 unused Assets to reduce memory usage. Loaded Objects now: 315431.
Total: 319.120789 ms (FindLiveObjects: 16.161301 ms CreateObjectMapping: 22.125101
ms MarkObjects: 147.580399 ms DeleteObjects: 133.251999 ms)
Skirmish Game Mode (UnityEngine.GameObject)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 299 unused Assets to reduce memory usage. Loaded Objects now: 310759.
Total: 187.241592 ms (FindLiveObjects: 14.726800 ms CreateObjectMapping: 22.573700
ms MarkObjects: 147.475098 ms DeleteObjects: 2.464600 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (3)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (6)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (17)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (15)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (20)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (22)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (2)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (28)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (4)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (5)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (10)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (13)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (18)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (9)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (24)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (3)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (8)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (19)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (15)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (17)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (1)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (2)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (16)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (9)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (7)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (29)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (6)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (16)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (26)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (13)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (8)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (14)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (11)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (21)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (4)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (1)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (12)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (31)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (12)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (25)') is
missing!
The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (7)') is
missing!
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 328973.
Total: 342.320709 ms (FindLiveObjects: 20.710400 ms CreateObjectMapping: 18.984400
ms MarkObjects: 143.902710 ms DeleteObjects: 158.722214 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ClearGraphs()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Tile size: 128 @ tilenumber=496
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning graphs...
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Relevant points: 45
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Infantry graph - Infantry And Car Pathfinding Box (2) ---
Flat: 22
Not Flat: 5
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Infantry graph - Infantry And Car Pathfinding Box ---
Flat: 7757
Not Flat: 212
Underwater: 147
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Car graph - Infantry And Car Pathfinding Box (2) ---
Flat: 0
Not Flat: 0
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Car graph - Infantry And Car Pathfinding Box (1) ---
Flat: 0
Not Flat: 0
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Infantry graph - Infantry And Car Pathfinding Box (1) ---
Flat: 71
Not Flat: 1
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Car graph - Infantry And Car Pathfinding Box (3) ---
Flat: 92
Not Flat: 0
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
--- Infantry graph - Infantry And Car Pathfinding Box (3) ---
Flat: 234
Not Flat: 1
Underwater: 0
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on Configurable Omaha Beach V3, game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 2401 unused Assets to reduce memory usage. Loaded Objects now: 315433.
Total: 321.777802 ms (FindLiveObjects: 34.604198 ms CreateObjectMapping: 20.859201
ms MarkObjects: 165.759598 ms DeleteObjects: 100.553001 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 250 unused Assets to reduce memory usage. Loaded Objects now: 310804.
Total: 190.280502 ms (FindLiveObjects: 12.633301 ms CreateObjectMapping: 19.087101
ms MarkObjects: 156.360596 ms DeleteObjects: 2.198400 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 313430.
Total: 356.836395 ms (FindLiveObjects: 20.524900 ms CreateObjectMapping: 20.453800
ms MarkObjects: 158.284698 ms DeleteObjects: 157.572189 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ClearGraphs()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning graphs...
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Relevant points: 7
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Water height: 10
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Max Coverage: 88
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Infantry graph mask: 4
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 16579 unused Assets to reduce memory usage. Loaded Objects now: 315433.
Total: 332.496277 ms (FindLiveObjects: 16.559999 ms CreateObjectMapping: 24.231400
ms MarkObjects: 160.334702 ms DeleteObjects: 131.367203 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 261 unused Assets to reduce memory usage. Loaded Objects now: 310804.
Total: 1027.146484 ms (FindLiveObjects: 14.357300 ms CreateObjectMapping: 21.698198
ms MarkObjects: 985.265930 ms DeleteObjects: 5.638900 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!
The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!
The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.DefendSpawn (.SpawnPoint spawn) [0x00000] in <filename unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.CarryOutOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 313670.
Total: 403.650604 ms (FindLiveObjects: 23.795801 ms CreateObjectMapping: 33.434700
ms MarkObjects: 171.162796 ms DeleteObjects: 175.255508 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 10830 unused Assets to reduce memory usage. Loaded Objects now: 315434.
Total: 461.072296 ms (FindLiveObjects: 17.295900 ms CreateObjectMapping: 20.789501
ms MarkObjects: 290.547607 ms DeleteObjects: 132.437897 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 261 unused Assets to reduce memory usage. Loaded Objects now: 310804.
Total: 210.357208 ms (FindLiveObjects: 12.910701 ms CreateObjectMapping: 21.260601
ms MarkObjects: 172.146896 ms DeleteObjects: 4.037500 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 315520.
Total: 362.480103 ms (FindLiveObjects: 25.861301 ms CreateObjectMapping: 24.509399
ms MarkObjects: 156.376007 ms DeleteObjects: 155.730499 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ClearGraphs()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning graphs...
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Relevant points: 3
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Max Coverage: 71
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on Vietnam - Jungle Combat, game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 16466 unused Assets to reduce memory usage. Loaded Objects now: 315433.
Total: 372.074402 ms (FindLiveObjects: 27.460899 ms CreateObjectMapping: 24.234499
ms MarkObjects: 179.766098 ms DeleteObjects: 140.610611 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 261 unused Assets to reduce memory usage. Loaded Objects now: 310804.
Total: 1243.021851 ms (FindLiveObjects: 13.786201 ms CreateObjectMapping: 22.943201
ms MarkObjects: 1202.276855 ms DeleteObjects: 4.011000 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 315958.
Total: 457.958618 ms (FindLiveObjects: 29.231600 ms CreateObjectMapping: 25.840500
ms MarkObjects: 169.431702 ms DeleteObjects: 233.454010 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on The Plains, game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 16687 unused Assets to reduce memory usage. Loaded Objects now: 315434.
Total: 470.284180 ms (FindLiveObjects: 39.548401 ms CreateObjectMapping: 30.547001
ms MarkObjects: 275.143219 ms DeleteObjects: 125.043304 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 261 unused Assets to reduce memory usage. Loaded Objects now: 310804.
Total: 221.649597 ms (FindLiveObjects: 14.079599 ms CreateObjectMapping: 22.338100
ms MarkObjects: 182.809998 ms DeleteObjects: 2.420100 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 23 unused Assets to reduce memory usage. Loaded Objects now: 313141.
Total: 389.880096 ms (FindLiveObjects: 17.212999 ms CreateObjectMapping: 26.885500
ms MarkObjects: 182.590607 ms DeleteObjects: 163.190002 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ClearGraphs()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scanning graphs...
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Relevant points: 18
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Water height: 10
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on Trench Warfare (Remake) V1, game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 15652 unused Assets to reduce memory usage. Loaded Objects now: 315433.
Total: 1788.698364 ms (FindLiveObjects: 24.576799 ms CreateObjectMapping: 25.970600
ms MarkObjects: 1548.612305 ms DeleteObjects: 189.154892 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 287 unused Assets to reduce memory usage. Loaded Objects now: 310851.
Total: 1729.040161 ms (FindLiveObjects: 27.762699 ms CreateObjectMapping: 42.099598
ms MarkObjects: 1644.631348 ms DeleteObjects: 13.668000 ms)
Loading scene Canyon
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 322396.
Total: 503.076324 ms (FindLiveObjects: 36.054501 ms CreateObjectMapping: 34.600399
ms MarkObjects: 322.233215 ms DeleteObjects: 110.186600 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 14264 unused Assets to reduce memory usage. Loaded Objects now: 315465.
Total: 2610.113525 ms (FindLiveObjects: 21.698599 ms CreateObjectMapping: 25.787701
ms MarkObjects: 2062.161865 ms DeleteObjects: 500.094421 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 352 unused Assets to reduce memory usage. Loaded Objects now: 310882.
Total: 239.166397 ms (FindLiveObjects: 16.028601 ms CreateObjectMapping: 22.372299
ms MarkObjects: 197.263596 ms DeleteObjects: 3.500600 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 312148.
Total: 403.415497 ms (FindLiveObjects: 20.374401 ms CreateObjectMapping: 23.385899
ms MarkObjects: 184.290497 ms DeleteObjects: 175.363800 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.CarryOutOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on vietnamese river (NO MUSIC), game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010033
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010016
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000169
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000052
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010029
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010011
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010013
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010016
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010013
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000020
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000021
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000024
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000022
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000047
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000012
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010027
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010093
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000012
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010022
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000014
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000055
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000021
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000203
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000026
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000026
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000010
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000014
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000014
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000906
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000022
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000044
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000014
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000027
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000036
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000024
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000028
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000020
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000036
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000041
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000010
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000021
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000449
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000013
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000041
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000046
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000053
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000030
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000027
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000077
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000030
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000035
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000049
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000032
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000068
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000028
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000035
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000041
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000032
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000027
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000736
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000040
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000006
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000011
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000074
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000020
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000076
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000069
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000073
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000059
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000064
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000032
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000022
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000033
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000049
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000003
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000012
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000063
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000059
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000035
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000027
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000042
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000029
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000002
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000753
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000053
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000056
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000011
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000007
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000037
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000011
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000008
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000014
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000013
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000024
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000036
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000040
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000040
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000012
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000042
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000036
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000042
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000023
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000038
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000032
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000029
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000041
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000021
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000070
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000030
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000335
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000005
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000013
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000050
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000139
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000004
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000018
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000036
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000009
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000021
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000062
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000050
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000043
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000020
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000025
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000035
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010061
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010045
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000017
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010049
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000031
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000024
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000012
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000001
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000019
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000028
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000028
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000039
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000015
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000047
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000048
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000041
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 101000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100010000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Very high penalty applied. Are you sure negative values haven't underflowed?
Penalty values this high could with long paths cause overflows and in some cases
infinity loops because of that.
Penalty value applied: 100000000
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 6049 unused Assets to reduce memory usage. Loaded Objects now: 315443.
Total: 396.214111 ms (FindLiveObjects: 30.825199 ms CreateObjectMapping: 27.931700
ms MarkObjects: 219.074997 ms DeleteObjects: 118.379501 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 310858.
Total: 217.935608 ms (FindLiveObjects: 14.355500 ms CreateObjectMapping: 20.236799
ms MarkObjects: 180.669296 ms DeleteObjects: 2.673300 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 13182 unused Assets to reduce memory usage. Loaded Objects now: 315442.
Total: 567.671143 ms (FindLiveObjects: 41.975300 ms CreateObjectMapping: 45.085400
ms MarkObjects: 255.810791 ms DeleteObjects: 224.794800 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 310858.
Total: 264.302490 ms (FindLiveObjects: 16.584200 ms CreateObjectMapping: 30.278601
ms MarkObjects: 213.492798 ms DeleteObjects: 3.945500 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
The loaded level has a different lightmaps mode than the current one. Current: Non-
Directional. Loaded: Directional. Will use: Non-Directional.
Scene is loaded
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.DefendSpawn (.SpawnPoint spawn) [0x00000] in <filename unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.CarryOutOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.Goto (Vector3 destination, System.Collections.Generic.List`1
appendedNodes, Type graphType, Boolean isMovementOverride) [0x00000] in <filename
unknown>:0
at AiActorController.Goto (Vector3 destination, Boolean isMovementOverride)
[0x00000] in <filename unknown>:0
at AiActorController.GotoCheckCachedTargetNode (Vector3 targetPoint, Boolean
isMovementOverride) [0x00000] in <filename unknown>:0
at AiActorController.GotoFollowPoint () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Baking meshes
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
House No Interior Orange (UnityEngine.GameObject) -15670956has submeshes which
share verticies. Adjusted uvs may not map correctly in combined atlas.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Archipelago_House (UnityEngine.GameObject) -15643508has submeshes which share
verticies. Adjusted uvs may not map correctly in combined atlas.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
House No Interior Stone (UnityEngine.GameObject) -15644928has submeshes which share
verticies. Adjusted uvs may not map correctly in combined atlas.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Archipelago_House (UnityEngine.GameObject) -15652652has submeshes which share
verticies. Adjusted uvs may not map correctly in combined atlas.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Scene is constructed
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 13597 unused Assets to reduce memory usage. Loaded Objects now: 323577.
Total: 1910.808105 ms (FindLiveObjects: 22.411499 ms CreateObjectMapping: 35.117100
ms MarkObjects: 1466.651611 ms DeleteObjects: 386.626312 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 51.090500 ms
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 318993.
Total: 287.324982 ms (FindLiveObjects: 18.376799 ms CreateObjectMapping: 22.927801
ms MarkObjects: 240.954300 ms DeleteObjects: 5.065100 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 27 unused Assets to reduce memory usage. Loaded Objects now: 325545.
Total: 449.768799 ms (FindLiveObjects: 21.909599 ms CreateObjectMapping: 24.169100
ms MarkObjects: 227.028214 ms DeleteObjects: 176.660004 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiWeapon>c__Iterator4.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Starting game on Vietnam - Valley Skirmish, game mode prefab: Skirmish Game Mode
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 10085 unused Assets to reduce memory usage. Loaded Objects now: 323575.
Total: 2934.309814 ms (FindLiveObjects: 28.034599 ms CreateObjectMapping: 33.704998
ms MarkObjects: 2048.225342 ms DeleteObjects: 824.308716 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 318990.
Total: 243.077103 ms (FindLiveObjects: 13.383300 ms CreateObjectMapping: 19.818199
ms MarkObjects: 195.067596 ms DeleteObjects: 14.805800 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 323770.
Total: 428.217407 ms (FindLiveObjects: 29.100300 ms CreateObjectMapping: 26.435200
ms MarkObjects: 196.515091 ms DeleteObjects: 176.165588 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at SpawnPoint.RandomPositionInCaptureZone () [0x00000] in <filename unknown>:0
at Squad.MoveToSpawnPoint (.SpawnPoint spawnPoint) [0x00000] in <filename
unknown>:0
at Squad.IssueMovement () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at ActiveRaggy.HumanBoneTransformRagdoll (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 61 unused Assets to reduce memory usage. Loaded Objects now: 323573.
Total: 362.687805 ms (FindLiveObjects: 29.913900 ms CreateObjectMapping: 24.939600
ms MarkObjects: 209.271896 ms DeleteObjects: 98.560493 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 169 unused Assets to reduce memory usage. Loaded Objects now: 318992.
Total: 258.699585 ms (FindLiveObjects: 14.885500 ms CreateObjectMapping: 24.297998
ms MarkObjects: 217.394897 ms DeleteObjects: 2.120200 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 323575.
Total: 381.003113 ms (FindLiveObjects: 36.567200 ms CreateObjectMapping: 26.473700
ms MarkObjects: 213.713699 ms DeleteObjects: 104.247200 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Unloading 143 unused Assets to reduce memory usage. Loaded Objects now: 318992.
Total: 249.487991 ms (FindLiveObjects: 13.185201 ms CreateObjectMapping: 24.436501
ms MarkObjects: 208.710892 ms DeleteObjects: 3.154500 ms)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ActorManager.ClosestSpawnPointOwnedBy (Vector3 position, Int32 team) [0x00000]
in <filename unknown>:0
at OrderManager.GetHighestPriorityOrderForExistingSquad (.Squad squad) [0x00000]
in <filename unknown>:0
at Squad.RequestNewOrder () [0x00000] in <filename unknown>:0
at Squad.UpdateOrders () [0x00000] in <filename unknown>:0
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
(Filename: Line: -1)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 323772.
Total: 450.227722 ms (FindLiveObjects: 24.195200 ms CreateObjectMapping: 27.303900
ms MarkObjects: 215.477798 ms DeleteObjects: 183.250107 ms)
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Squad.Update () [0x00000] in <filename unknown>:0
at AiActorController+<AiOrders>c__Iterator2.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at AiActorController.SquadFacingBias () [0x00000] in <filename unknown>:0
at AiActorController+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
AiActorController:TickAiCoroutines()
ActorManager:UpdateAI()
ActorManager:Update()
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Guid Conflict when importing graphs additively. Imported graph will get a new Guid.
This message is (relatively) harmless.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
ActorManager Start
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)