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Initialize engine version: 5.6.

7f1 (e80cc3114ac1)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: Intel(R) UHD Graphics (ID=0x8a56)
Vendor: Intel
VRAM: 2117 MB
Driver: 27.20.100.9365
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\Pathfinding.ClipperLib.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\Pathfinding.ClipperLib.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\Pathfinding.Ionic.Zip.Reduced.dll (this message is
harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\Pathfinding.Ionic.Zip.Reduced.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\Pathfinding.Poly2Tri.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\Pathfinding.Poly2Tri.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\EasyRoads3D.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\EasyRoads3D.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\TDx.TDxInput.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\TDx.TDxInput.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\
ravenfield_Data\Managed\TextMeshPro-5.6-Runtime.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\ravenfield_Data\
Managed\TextMeshPro-5.6-Runtime.dll into Unity Child Domain
- Completed reload, in 0.090 seconds
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.
UnloadTime: 2.849400 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex
shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex
shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no
vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no
vertex shader
UnloadTime: 5.426800 ms
Registering callbacks

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\


ravenfield_Data\Managed\System.Xml.dll (this message is harmless)
Loaded SteelInput user keybinds

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Ravenfield\


ravenfield_Data\Managed\Mono.Security.dll (this message is harmless)

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)

Starting Ravenfield build 25, beta=False, buildGUID=

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Handling argument: c:\program, Files (x86)\Steam\steamapps\common\Ravenfield\


ravenfield.exe

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Could not open mod staging directory at C:/Program Files


(x86)/Steam/steamapps/common/Ravenfield/ravenfield_Data/Mods

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Loading mod content, mod folder count: 159

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/2502251970/dahongpalay.rfc

(Filename: Line: 65)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/2502251970/remington1858.rfc

(Filename: Line: 65)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/2502251970/schofields.rfc

(Filename: Line: 65)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/2706007411/minimap.rfc

(Filename: Line: 65)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera (1)') is missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera (1)') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Hand Target R') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Hand Target L') is missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

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 R') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)


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!

(Filename: Line: 1744)

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 L') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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 L') is missing!

(Filename: Line: 1744)

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 R') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Arms') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/1163212990/mauser c96 remastered.rfc

(Filename: Line: 65)


Unable to read header from archive file: C:/Program Files
(x86)/Steam/steamapps/workshop/content/636480/1163235190/mauser carbine
remastered.rfc

(Filename: Line: 65)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Tracks_R') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Tracks_L') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Third Person Camera') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

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!
(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles (1)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!

(Filename: Line: 1744)

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 (2)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke (1)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

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 (2)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke (1)')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Explosion Quick Smoke') is
missing!

(Filename: Line: 1744)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!
(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 "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.

(Filename: Line: 54)

The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object '') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!

(Filename: Line: 1744)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "LOD01_crusader_hull-1_008". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "LOD01_crusader_hull-1_003". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "LOD01_crusader_hull-1_422". 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)

Failed to create Convex Mesh from source mesh "LOD01_crusader_hull-1_038". 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)

Failed to create Convex Mesh from source mesh "LOD01_crusader_tow-1_158". 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)

Failed to create Convex Mesh from source mesh "LOD01_crusader_hull-1_049". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "LOD01_crusader_hull-1_040". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "LOD01_crusader_hull-1_028". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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.

(Filename: Line: 54)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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.

(Filename: Line: 54)


Failed to create Convex Mesh from source mesh "Hull_1361". 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)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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.

(Filename: Line: 54)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

The referenced script on this Behaviour (Game Object 'Apc Camera') is missing!

(Filename: Line: 1744)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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.

(Filename: Line: 54)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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 "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: Line: 54)


[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a
polygon with less than 3 vertices!

(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 "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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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


"Model001_5_Material2450_1_0_0_0_0_077". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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


"Model001_5_Material2450_1_0_0_0_0_073". 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)

Failed to create Convex Mesh from source mesh


"Model001_5_Material2450_1_0_0_0_0_061". 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)

Failed to create Convex Mesh from source mesh


"Model001_5_Material2450_1_0_0_0_0_076". 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)

Failed to create Convex Mesh from source mesh


"Model001_5_Material2450_1_0_0_0_0_076". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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


"Model001_5_Material2450_1_0_0_0_0_077". 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)

Failed to create Convex Mesh from source mesh


"Model001_5_Material2450_1_0_0_0_0_061". 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)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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


"Model001_5_Material2450_1_0_0_0_0_073". 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)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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_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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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_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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!
(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_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: Line: 54)

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: Line: 54)

[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a


polygon with less than 3 vertices!

(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_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: Line: 54)

The referenced script on this Behaviour (Game Object 'MobileExplosion3D_7 (4)') is


missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'MobileExplosion3D_7 (3)') is


missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Point light') is missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'Point light') is missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Water Ripple Particles') is
missing!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

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!

(Filename: Line: 1744)

Unable to read header from archive file: C:/Program Files


(x86)/Steam/steamapps/workshop/content/636480/1931614321/american180.rfc

(Filename: Line: 65)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)


The referenced script on this Behaviour (Game Object 'WFXMR_ExplosiveSmoke Big
Alt') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'WFX_ExplosiveSmoke Big Alt')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt') is


missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_ExplosiveSmoke Big Alt')
is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_ExplosiveSmoke Big') is


missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Ammo Text') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour is missing!


(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt') is


missing!

(Filename: Line: 1744)

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)

Memory usage: 5716/6161 MB (92.8%). System memory size: 7959 MB

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 100.998901 ms

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)

Loading scene Assets/Scenes/trench_warfare_v2.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain (1)') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 26.386700 ms

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)

No bundled graphcache found, scanning pathfinding

(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)

Tile size: 128 @ tilenumber=16

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=132

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 4

(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)

Scanning Car graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box

(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)

Finding unwalkable nodes...

(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)

Scan Complete! Took 0.2071579

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Water height: -1.3

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Car graph - Infantry And Car Pathfinding Box ---


Flat: 620
Not Flat: 43
Underwater: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Infantry graph - Infantry And Car Pathfinding Box ---


Flat: 1390
Not Flat: 576
Underwater: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Boat graph - Boat Pathfinding Box ---


Flat: 0
Not Flat: 0
Underwater: 0

(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)

Mean Coverage: 13.72908

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Overflowed Coverage: 0(0%)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Starting game on trench_warfare_v2, 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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 390.063904 ms
Unloading level bundle

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


UnloadTime: 32.490700 ms

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)

Loading scene Assets/Configurable Omaha Beach V3.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)


The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!


(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!


(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (3)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (6)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (17)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (15)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (20)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (22)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt') is


missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (2)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (28)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (4)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (5)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (10)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (13)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (18)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (9)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (24)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (3)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (8)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (19)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (15)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (17)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (1)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (2)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (16)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (9)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (7)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (29)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (6)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (16)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (26)') is
missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (14)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (13)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (8)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (14)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (11)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (21)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (4)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (1)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (12)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (31)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (12)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (25)') is
missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'WFX_BImpact Dirt (30)') is
missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'WFX_BImpact Sand (7)') is
missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 24.415298 ms
WheelCollider requires an attached Rigidbody to function.

(Filename: Line: 241)

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler: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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)


NullReferenceException: No AstarPath object found in the scene. Make sure there is
one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

No bundled graphcache found, scanning pathfinding

(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)

Tile size: 128 @ tilenumber=1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=50

(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)

Tile size: 128 @ tilenumber=1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=6

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=6

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=54

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Infantry graph mask: 325

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 154

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 32

(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)

Scanning Infantry graph - Infantry And Car Pathfinding Box (2)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Car graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Adding blocker: Infantry And Car Pathfinding Box (1)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Adding blocker: Infantry And Car Pathfinding Box (2)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Car graph - Infantry And Car Pathfinding Box (2)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Car graph - Infantry And Car Pathfinding Box (1)

(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)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box (1)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Car graph - Infantry And Car Pathfinding Box (3)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box (3)


(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Layer estimate too low, doubling size of buffer.


This message is harmless.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Layer estimate too low, doubling size of buffer.


This message is harmless.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Finding unwalkable nodes...

(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)

Scan Complete! Took 0.3413546

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Water height: 10.1

(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)

--- Car graph - Infantry And Car Pathfinding Box ---


Flat: 3116
Not Flat: 15
Underwater: 89

(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)

--- Boat graph - Boat Pathfinding Box ---


Flat: 0
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 (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)

Max Coverage: 255

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Mean Coverage: 46.16312

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Overflowed Coverage: 624(15.97951%)

(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)

Infantry graph mask: 325

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 154

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 32

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 366.523499 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 50.491402 ms

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)

Loading scene Assets/Scenes/AWOL.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 23.082800 ms
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+<AiScan>c__Iterator6.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler: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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()
(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(Filename: Line: -1)

No bundled graphcache found, scanning pathfinding

(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)

Tile size: 128 @ tilenumber=4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=16


(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=144

(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)

Car graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 1

(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)

Scanning Boat graph - Boat Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Not allowed to access vertices on mesh 'SM_Env_Bamboo_Group_03' (isReadable is


false; Read/Write must be enabled in import settings)

(Filename: Line: 122)

Not allowed to access triangles/indices on mesh 'SM_Env_Bamboo_Group_03'


(isReadable is false; Read/Write must be enabled in import settings)

(Filename: Line: 122)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.
(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Some meshes were statically batched. These meshes can not be used for navmesh
calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically
batched.
One way to solve this problem is to use cached startup (Save & Load tab in the
inspector) to only calculate the graph when the game is not playing.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Car graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Finding unwalkable nodes...

(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)

Scan Complete! Took 1.351363

(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)

--- Boat graph - Boat Pathfinding Box ---


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 ---


Flat: 701
Not Flat: 59
Underwater: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Infantry graph - Infantry And Car Pathfinding Box ---


Flat: 1917
Not Flat: 513
Underwater: 0

(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)

Mean Coverage: 11.63528

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Overflowed Coverage: 0(0%)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Starting game on AWOL, 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)
Infantry graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 360.488495 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 86.723000 ms

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)

Loading scene Assets/Scenes/Swamplands.unity

(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!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!

(Filename: Line: 1744)


The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Point light (3)') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 34.038200 ms
TerrainCollider: MeshCollider is not supported on terrain at the moment.

(Filename: Line: 188)

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 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: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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 Swamplands, 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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 431.854095 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 53.849102 ms

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)

Loading scene Assets/Scenes/Vietnam - Jungle Combat.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 36.927601 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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()
(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(Filename: Line: -1)

No bundled graphcache found, scanning pathfinding

(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)

Tile size: 128 @ tilenumber=42

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 128 @ tilenumber=378

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(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)

Scanning Car graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Layer estimate too low, doubling size of buffer.


This message is harmless.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Degenerate triangles might have been generated.


Usually this is not a problem, but if you have a static level, try to modify the
graph settings slightly to avoid this edge case.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Finding unwalkable nodes...

(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)

Scan Complete! Took 2.230602

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Water height: -8288

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Car graph - Infantry And Car Pathfinding Box ---


Flat: 903
Not Flat: 152
Underwater: 9

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Infantry graph - Infantry And Car Pathfinding Box ---


Flat: 2988
Not Flat: 1248
Underwater: 15

(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)

Mean Coverage: 13.0064

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Overflowed Coverage: 0(0%)

(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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 364.229889 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 99.952103 ms

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)

Loading scene Assets/The Plains.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 38.546101 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Setting up 4 worker threads for Enlighten.


Thread -> id: 2894 -> priority: 1
Thread -> id: 76c -> priority: 1
Thread -> id: 5290 -> priority: 1
Thread -> id: 4e48 -> priority: 1

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 470.620087 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 75.592697 ms

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)

Loading scene Assets/Trench Warfare (Remake) V1.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 56.609200 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

No bundled graphcache found, scanning pathfinding

(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)

Tile size: 256 @ tilenumber=1600

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Tile size: 1024 @ tilenumber=1089

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(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)

Scanning Car graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scanning Infantry graph - Infantry And Car Pathfinding Box

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Finding unwalkable nodes...

(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)

Scan Complete! Took 43.70773

(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)

--- Car graph - Infantry And Car Pathfinding Box ---


Flat: 1230
Not Flat: 97
Underwater: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

--- Infantry graph - Infantry And Car Pathfinding Box ---


Flat: 569
Not Flat: 220
Underwater: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Max Coverage: 127

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Mean Coverage: 24.96925

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Overflowed Coverage: 13(0.9992313%)

(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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 495.575012 ms
Unloading level bundle

(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)

Load official team info

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 140.837601 ms

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)

Unloading 9 Unused Serialized files (Serialized files now loaded: 0)


UnloadTime: 41.464199 ms
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)

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()

(Filename: Line: -1)

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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

IndexOutOfRangeException: Array index is out of range.


at Pathfinding.NavmeshBase.GetVertex (Int32 index) [0x00000] in <filename
unknown>:0
at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: 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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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: 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()

(Filename: Line: -1)

Starting game on Canyon, 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)

Infantry graph mask: 11

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(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: 873.499207 ms

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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 55.965401 ms

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)

Loading scene Assets/Scenes/vietnamese river (NO MUSIC).unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 54.814499 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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+<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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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+<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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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.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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Very high penalty applied. Are you sure negative values haven'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)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 439.114105 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 64.601402 ms

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)

Loading scene Assets/Scenes/Kursk.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 36.862400 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)


Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 319041.
Total: 526.652527 ms (FindLiveObjects: 26.318100 ms CreateObjectMapping: 27.366999
ms MarkObjects: 224.808395 ms DeleteObjects: 248.158096 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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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 Kursk, 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)

Infantry graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 518.735901 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 89.196503 ms

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)

Loading map descriptor: C:\Program Files (x86)\Steam\steamapps\workshop\content\


636480\2107241970\Airborne operations (less flag version).rfld

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Loading scene: MapEditor-GameScene

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scene construction starting

(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.

(Filename: Line: 492)

Scene is loaded

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Constructing game scene with 3237 objects

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at AiActorController.SpamFire () [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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture


(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Animator:GetBoneTransformInternal
(int)
at UnityEngine.Animator.GetBoneTransform (HumanBodyBones humanBoneId) [0x00000]
in <filename unknown>:0
at ActiveRaggy.HumanBoneTransformAnimated (HumanBodyBones bone) [0x00000] in
<filename unknown>:0
at Actor.CenterPosition () [0x00000] in <filename unknown>:0
at AiActorController+<AiBlocked>c__Iterator0.MoveNext () [0x00000] in <filename
unknown>:0
at AiActorController.TickAiCoroutines () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler: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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene


(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene


(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)


There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene


(Filename:
C:/buildslave/unity/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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

There are no graphs in the scene

(Filename:
C:/buildslave/unity/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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: 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()

(Filename: Line: -1)

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)

Unloading loading screen (from SceneConstructor)

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Scene construction ending

(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)

tractor (UnityEngine.GameObject) -15638210has 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)

tractor (UnityEngine.GameObject) -15639304has 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)

tractor (UnityEngine.GameObject) -15639314has 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)

tractor (UnityEngine.GameObject) -15639324has 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)

tractor (UnityEngine.GameObject) -15639334has 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)

tractor (UnityEngine.GameObject) -15642496has 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)

tractor (UnityEngine.GameObject) -15642576has 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)

tractor (UnityEngine.GameObject) -15642588has 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)

tractor (UnityEngine.GameObject) -15646266has 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)

tractor (UnityEngine.GameObject) -15649064has 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)

tractor (UnityEngine.GameObject) -15649074has 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)

tractor (UnityEngine.GameObject) -15649084has 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)

tractor (UnityEngine.GameObject) -15649094has 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)

tractor (UnityEngine.GameObject) -15649104has 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)

tractor (UnityEngine.GameObject) -15649114has 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)

tractor (UnityEngine.GameObject) -15649126has 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)

tractor (UnityEngine.GameObject) -15649136has 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)

tractor (UnityEngine.GameObject) -15649146has 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)

tractor (UnityEngine.GameObject) -15652502has 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)

tractor (UnityEngine.GameObject) -15674774has 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)

Texture Bake Results is null. Can't combine meshes.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

House No Interior Orange (UnityEngine.GameObject) -15640532has 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)

House No Interior Orange (UnityEngine.GameObject) -15640542has 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)

House No Interior Orange (UnityEngine.GameObject) -15640604has 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)

House No Interior Orange (UnityEngine.GameObject) -15640614has 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)

House No Interior Orange (UnityEngine.GameObject) -15640678has 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)

House No Interior Orange (UnityEngine.GameObject) -15640688has 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)

House No Interior Orange (UnityEngine.GameObject) -15640750has 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)

House No Interior Orange (UnityEngine.GameObject) -15640760has 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)

House No Interior Orange (UnityEngine.GameObject) -15643484has 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)

House No Interior Orange (UnityEngine.GameObject) -15643494has 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)

House No Interior Orange (UnityEngine.GameObject) -15643556has 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)

House No Interior Orange (UnityEngine.GameObject) -15643566has 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)

House No Interior Orange (UnityEngine.GameObject) -15646276has 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)

House No Interior Orange (UnityEngine.GameObject) -15646286has 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)

House No Interior Orange (UnityEngine.GameObject) -15646700has 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)

House No Interior Orange (UnityEngine.GameObject) -15646710has 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)

House No Interior Orange (UnityEngine.GameObject) -15648162has 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)

House No Interior Orange (UnityEngine.GameObject) -15648172has 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)

House No Interior Orange (UnityEngine.GameObject) -15648234has 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)

House No Interior Orange (UnityEngine.GameObject) -15648244has 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)

House No Interior Orange (UnityEngine.GameObject) -15648306has 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)

House No Interior Orange (UnityEngine.GameObject) -15648316has 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)

House No Interior Orange (UnityEngine.GameObject) -15648380has 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)

House No Interior Orange (UnityEngine.GameObject) -15648390has 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)

House No Interior Orange (UnityEngine.GameObject) -15648452has 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)

House No Interior Orange (UnityEngine.GameObject) -15648462has 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)
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)

House No Interior Orange (UnityEngine.GameObject) -15670966has 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)

House No Interior Orange (UnityEngine.GameObject) -15671030has 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)

House No Interior Orange (UnityEngine.GameObject) -15671040has 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)

House No Interior Orange (UnityEngine.GameObject) -15671574has 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)

House No Interior Orange (UnityEngine.GameObject) -15671584has 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)

House No Interior Orange (UnityEngine.GameObject) -15671646has 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)

House No Interior Orange (UnityEngine.GameObject) -15671656has 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)

House No Interior Orange (UnityEngine.GameObject) -15672294has 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)

House No Interior Orange (UnityEngine.GameObject) -15672304has 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)

House No Interior Orange (UnityEngine.GameObject) -15674836has 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)

House No Interior Orange (UnityEngine.GameObject) -15674848has 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)

Archipelago_House (UnityEngine.GameObject) -15640556has 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)

Mesh Archipelago_House_Details (UnityEngine.Mesh) didn't have uvs. Generating uvs.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15640630has 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)

Archipelago_House (UnityEngine.GameObject) -15640702has 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)

Archipelago_House (UnityEngine.GameObject) -15640774has 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)
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)

Archipelago_House (UnityEngine.GameObject) -15643580has 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)

Archipelago_House (UnityEngine.GameObject) -15646302has 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)

Archipelago_House (UnityEngine.GameObject) -15646724has 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)

Archipelago_House (UnityEngine.GameObject) -15648114has 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)

Archipelago_House (UnityEngine.GameObject) -15648186has 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)

Archipelago_House (UnityEngine.GameObject) -15648258has 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)

Archipelago_House (UnityEngine.GameObject) -15648332has 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)

Archipelago_House (UnityEngine.GameObject) -15648404has 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)

Archipelago_House (UnityEngine.GameObject) -15670982has 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)

Archipelago_House (UnityEngine.GameObject) -15671054has 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)

Archipelago_House (UnityEngine.GameObject) -15671526has 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)

Archipelago_House (UnityEngine.GameObject) -15671598has 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)

Archipelago_House (UnityEngine.GameObject) -15672246has 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)

Archipelago_House (UnityEngine.GameObject) -15674788has 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)

House No Interior Stone (UnityEngine.GameObject) -15644908has 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)

House No Interior Stone (UnityEngine.GameObject) -15644918has 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)
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)

House No Interior Stone (UnityEngine.GameObject) -15644938has 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)

House No Interior Stone (UnityEngine.GameObject) -15670558has 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)

House No Interior Stone (UnityEngine.GameObject) -15670568has 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)

House No Interior Stone (UnityEngine.GameObject) -15670578has 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)

House No Interior Stone (UnityEngine.GameObject) -15670588has 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)

House No Interior Stone (UnityEngine.GameObject) -15671480has 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)

House No Interior Stone (UnityEngine.GameObject) -15671490has 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)

House No Interior Stone (UnityEngine.GameObject) -15671500has 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)

House No Interior Stone (UnityEngine.GameObject) -15671512has 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)

House No Interior Stone (UnityEngine.GameObject) -15671698has 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)

House No Interior Stone (UnityEngine.GameObject) -15671708has 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)

House No Interior Stone (UnityEngine.GameObject) -15671718has 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)

House No Interior Stone (UnityEngine.GameObject) -15671728has 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)

House No Interior Stone (UnityEngine.GameObject) -15672672has 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)

House No Interior Stone (UnityEngine.GameObject) -15672692has 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)

House No Interior Stone (UnityEngine.GameObject) -15672702has 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)

House No Interior Stone (UnityEngine.GameObject) -15672712has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15645030has 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)

Mesh Archipelago_House_Details (UnityEngine.Mesh) didn't have uvs. Generating uvs.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15645072has 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)

Mesh Archipelago_House_Details (UnityEngine.Mesh) didn't have uvs. Generating uvs.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15645124has 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)

Mesh Archipelago_House_Details (UnityEngine.Mesh) didn't have uvs. Generating uvs.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(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)

Archipelago_House (UnityEngine.GameObject) -15652694has 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)

Archipelago_House (UnityEngine.GameObject) -15652746has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15670678has 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)

Archipelago_House (UnityEngine.GameObject) -15670720has 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)

Archipelago_House (UnityEngine.GameObject) -15670772has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15671192has 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)

Archipelago_House (UnityEngine.GameObject) -15671234has 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)

Archipelago_House (UnityEngine.GameObject) -15671286has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15671818has 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)

Archipelago_House (UnityEngine.GameObject) -15671860has 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)

Archipelago_House (UnityEngine.GameObject) -15671912has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15672394has 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)

Archipelago_House (UnityEngine.GameObject) -15672436has 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)

Archipelago_House (UnityEngine.GameObject) -15672488has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Archipelago_House (UnityEngine.GameObject) -15646780has 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)

Mesh Archipelago_House_Details (UnityEngine.Mesh) didn't have uvs. Generating uvs.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

House No Interior Stone (UnityEngine.GameObject) -15646828has 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)

House No Interior Stone (1) (UnityEngine.GameObject) -15646838has 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)

Mesh Staircase (UnityEngine.Mesh) didn't have tangents. Generating tangents.

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Baked 22 prefab instances

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Failed to get pixels of splat texture


(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Failed to get pixels of splat texture

(Filename: Line: 241)

Scene is constructed

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Starting game on MapEditor-GameScene, 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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 4

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 8 Unused Serialized files (Serialized files now loaded: 0)


UnloadTime: 604.545776 ms

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)

Skirmish Game Mode (UnityEngine.GameObject)

(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)

Loading scene Assets/Scenes/Vietnam - Valley Skirmish.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 52.040497 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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()
(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object


at Pathfinding.TriangleMeshNode.GetVertices (Pathfinding.Int3& v0,
Pathfinding.Int3& v1, Pathfinding.Int3& v2) [0x00000] in <filename unknown>:0
at Pathfinding.TriangleMeshNode.ContainsPoint (Int3 p) [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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(Filename: Line: -1)

NullReferenceException: No AstarPath object found in the scene. Make sure there is


one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Reset () [0x00000] in <filename unknown>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00000] in <filename
unknown>:0
at Pathfinding.PathPool.GetPath[ABPath] () [0x00000] in <filename unknown>:0
at Pathfinding.ABPath.Construct (Vector3 start, Vector3 end,
Pathfinding.OnPathDelegate callback) [0x00000] in <filename unknown>:0
at Seeker.StartPath (Vector3 start, Vector3 end, Pathfinding.OnPathDelegate
callback, Int32 graphMask) [0x00000] in <filename unknown>:0
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: 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 674.054504 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 61.907501 ms

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)

Loading scene Assets/Scenes/Lexington.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 38.754002 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()
(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()

(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()

(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()
(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache

(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 Lexington, 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)

Infantry graph mask: 2


(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 620.003113 ms
Unloading level bundle

(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 52.219601 ms

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)

Loading scene Assets/Scenes/Lexington.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 49.637299 ms
Unloading 24 unused Assets to reduce memory usage. Loaded Objects now: 323772.
Total: 424.342407 ms (FindLiveObjects: 20.697500 ms CreateObjectMapping: 22.527300
ms MarkObjects: 209.094894 ms DeleteObjects: 172.020996 ms)

Loading bundled graphcache

(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 Lexington, 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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 394.190613 ms
Unloading level bundle
(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)

Skirmish Game Mode (UnityEngine.GameObject)

(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: 47.093700 ms

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)

Loading scene Assets/Scenes/Lexington.unity

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

The referenced script on this Behaviour is missing!

(Filename: Line: 1515)

The referenced script on this Behaviour (Game Object 'Terrain') is missing!

(Filename: Line: 1744)

Unloading 2 Unused Serialized files (Serialized files now loaded: 2)


UnloadTime: 38.707199 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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()
(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(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()

(Filename: Line: -1)

Loading bundled graphcache


(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 Lexington, 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)

Infantry graph mask: 2

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Car graph mask: 1

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Boat graph mask: 0

(Filename:
C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!


(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!


(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

Releasing render texture that is set as Camera.targetTexture!

(Filename: Line: 3471)

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