Input System module state changed to: Initialized. [Physics::Module] Initialized fallback backend. [Physics::Module] Id: 0xdecafbad Initialize engine version: 6000.2.13f1 (abdb44fca7f7) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Virtual Fighter Maneuvers Playtest/VFM_Data/UnitySubsystems [Subsystems] No descriptors matched for examples in UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json. [Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json [Subsystems] 1 'displays' descriptors matched in UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json [Subsystems] No descriptors matched for meshings in UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json. [Subsystems] No descriptors matched for examples in UnitySubsystems/UnityOpenXR/UnitySubsystemsManifest.json. [Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/UnityOpenXR/UnitySubsystemsManifest.json [Subsystems] 1 'displays' descriptors matched in UnitySubsystems/UnityOpenXR/UnitySubsystemsManifest.json [Subsystems] No descriptors matched for meshings in UnitySubsystems/UnityOpenXR/UnitySubsystemsManifest.json. [Subsystems] No descriptors matched for examples in UnitySubsystems/libUnityARFoundationMeta/UnitySubsystemsManifest.json. [Subsystems] No descriptors matched for inputs in UnitySubsystems/libUnityARFoundationMeta/UnitySubsystemsManifest.json. [Subsystems] No descriptors matched for displays in UnitySubsystems/libUnityARFoundationMeta/UnitySubsystemsManifest.json. [Subsystems] 1 'meshings' descriptors matched in UnitySubsystems/libUnityARFoundationMeta/UnitySubsystemsManifest.json [D3D12 Device Filter] Vendor Name: NVIDIA [D3D12 Device Filter] Device Name: NVIDIA GeForce RTX 4070 [D3D12 Device Filter] Driver Version: 32.0.15.8180 [D3D12 Device Filter] Feature Level: 12.1 [D3D12 Device Filter] Graphics Memory: 12012 MB [D3D12 Device Filter] Processor Count: 24 [D3D12 Device Filter] Device Type: Discrete GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs [XR] [32332] [14:01:08.929][Info ] Available Layers: (0) Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 4070 (ID=0x2786) Vendor: NVIDIA VRAM: 12012 MB Driver: 32.0.15.8180 [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.AROcclusionFeature?) has a different serialization layout when loading. (Read 64 bytes but expected 240 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARAnchorFeature?) has a different serialization layout when loading. (Read 60 bytes but expected 384 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARPlaneFeature?) has a different serialization layout when loading. (Read 60 bytes but expected 292 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.DisplayUtilitiesFeature?) has a different serialization layout when loading. (Read 68 bytes but expected 244 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARMeshFeature?) has a different serialization layout when loading. (Read 56 bytes but expected 288 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARCameraFeature?) has a different serialization layout when loading. (Read 60 bytes but expected 232 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARSessionFeature?) has a different serialization layout when loading. (Read 60 bytes but expected 220 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script (Unknown) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARBoundingBoxFeature?) has a different serialization layout when loading. (Read 64 bytes but expected 316 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ColocationDiscoveryFeature?) has a different serialization layout when loading. (Read 72 bytes but expected 252 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.BoundaryVisibilityFeature?) has a different serialization layout when loading. (Read 68 bytes but expected 252 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.ARRaycastFeature?) has a different serialization layout when loading. (Read 60 bytes but expected 200 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? The referenced script on this Behaviour (Game Object '') is missing! A scripted object (probably UnityEngine.XR.OpenXR.Features.Meta.OpenXRLifeCycleFeature?) has a different serialization layout when loading. (Read 68 bytes but expected 164 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? ERROR: Shader Hidden/Universal Render Pipeline/DBufferClear shader is not supported on this GPU (none of subshaders/fallbacks are suitable) XRGeneral Settings awakening... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.XR.Management.XRGeneralSettings:Awake() [XR] Time interace not found - delta time prediction disabled. [Subsystems] OpenXR XR Plugin successfully registered Provider for OpenXR Display [Subsystems] OpenXR XR Plugin successfully registered Provider for OpenXR Input [Subsystems] OpenXR XR Plugin successfully registered Provider for OpenXR Display Loading OpenXR loader library at path: openxr_loader UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.XR.OpenXR.OpenXRLoaderBase:LoadOpenXRSymbols() UnityEngine.XR.OpenXR.OpenXRLoaderBase:InitializeInternal() UnityEngine.XR.OpenXR.OpenXRLoaderBase:Initialize() UnityEngine.XR.Management.XRManagerSettings:InitializeLoaderSync() UnityEngine.XR.Management.XRGeneralSettings:InitXRSDK() [XR] XR_META_performance_metrics: Attempted to stop before session ready [Subsystems] Loading plugin UnityOpenXR for subsystem OpenXR Display... [XR] [32332] [14:01:10.771][Info ] Available Layers: (0) [Subsystems] Loading plugin UnityOpenXR for subsystem OpenXR Input... Initializing input. Using Windows.Gaming.Input Input initialized. UnloadTime: 0.082200 ms Loaded scene: InitializationScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) VFMGameManager Start UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() Game version: 0.42.1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() reverse z depth: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() Reference frame of the curve not set and XROrigin is not found, using global up as default. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) UnityEngine.XR.Interaction.Toolkit.Interactors.XRRayInteractor:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.d__99:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:Start() BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGM currentSource is not playing! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: intro, (oldID: ) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:0.5 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SetFPSTarget(90) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetFPSTarget(Int32) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Prev eye specs: eyeTexResScale=1 eyeTexHeight=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Set URP Render Scale: 1.5 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Post eye specs: eyeTexResScale=1 eyeTexHeight=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: Online UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: Initializing services. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:AuthenticateClient() VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Authenticating Client UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__105:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:AuthenticateClient() VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: Initializing Steam authentication. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:AuthenticateClient() VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: SteamAuth: SteamAPI Init success. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__2:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.SteamAuth:SignInAsync() VFM.d__105:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:AuthenticateClient() VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: SteamAuth: Getting ticket. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__2:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.SteamAuth:SignInAsync() VFM.d__105:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:AuthenticateClient() VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() [XR] [32332] [14:01:11.359][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE session=2 time=169187830271500 [XR] [32332] [14:01:11.359][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY session=2 time=169187830278399 [XR] XR_META_performance_metrics: Active providers: [XR] XR_META_performance_metrics: /perfmetrics_meta/app/cpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/app/gpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/app/gpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/compositor/cpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/compositor/gpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/compositor/gpu_frametime [XR] XR_META_performance_metrics: /perfmetrics_meta/compositor/dropped_frame_count [XR] XR_META_performance_metrics: /perfmetrics_meta/compositor/dropped_frame_count [XR] XR_META_performance_metrics: /perfmetrics_meta/app/motion_to_photon_latency RenderGraph is now enabled. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Rendering.Universal.UniversalRenderPipeline:.ctor(UniversalRenderPipelineAsset) UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset:CreatePipeline() UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline(RenderPipelineAsset) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object) XR trackingOriginUpdated UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:OnTrackingOriginUpdated(XRInputSubsystem) Playspace recentered. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Recenter() d__19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [XR] [32332] [14:01:11.422][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED session=2 time=169188360317400 [XR] [32332] [14:01:12.131][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE session=2 time=169189069040799 [XR] [32332] [14:01:12.131][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169189069076800 [XR] [32332] [14:01:12.132][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:01:12.132][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:01:12.132][Info ] xrInitializeLoaderKHR [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Symmetric Projection: False [XR] [32332] [14:01:12.132][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:01:12.132][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:01:12.132][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:01:12.132][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:01:12.132][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:01:12.132][Info ] Optimize Buffer Discards: False [XR] [32332] [14:01:12.132][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:01:12.132][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:01:12.132][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Provider Version: 1.16.0 [XR] [32332] [14:01:12.132][Info ] App: VFM #1372187934 [XR] [32332] [14:01:12.132][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:01:12.132][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:01:12.132][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:01:12.132][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:01:12.132][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:01:12.132][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:01:12.132][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:01:12.132][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:01:12.132][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:01:12.132][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Available Layers: (0) [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Runtime Name: Oculus [XR] [32332] [14:01:12.132][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:01:12.132][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:01:12.132][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:01:12.132][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:01:12.132][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Available Reference Spaces: (4) [XR] [32332] [14:01:12.132][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:01:12.132][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:01:12.132][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:01:12.132][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Instance Id : 0x1 [XR] [32332] [14:01:12.132][Info ] System Id : 0x17 [XR] [32332] [14:01:12.132][Info ] Session Id : 0x2 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Available View Configuration Types: (1) [XR] [32332] [14:01:12.132][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:01:12.132][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:01:12.132][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:01:12.132][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:01:12.132][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Skip Present To Main Screen: No [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:01:12.132][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Features requested to be enabled: (5) [XR] [32332] [14:01:12.132][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:01:12.132][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:01:12.132][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:01:12.132][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:01:12.132][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:01:12.132][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Input ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Action Sets (3): [XR] [32332] [14:01:12.132][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:01:12.132][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:01:12.132][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:01:12.132][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:01:12.132][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:01:12.132][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:01:12.132][Info ] [XR] [32332] [14:01:12.132][Info ] Swapchain Format Preferences: [XR] [32332] [14:01:12.132][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:01:12.132][Info ] Swapchain Formats: [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:01:12.132][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:01:12.132][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:01:12.133][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:01:12.133][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:01:12.133][Info ] Swapchain Views: (2) [XR] [32332] [14:01:12.133][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:01:12.133][Info ] [XR] [32332] [14:01:12.133][Info ] ==== Last 20 Events ==== [XR] [32332] [14:01:12.133][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:01:12.133][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:01:12.133][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:01:12.133][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:01:12.133][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:01:12.133][Info ] ==== End Unity OpenXR Diagnostic Report ==== XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 1 col: 0000000000000000 d: 000001DEDFEB1860 sr: 0000000000000000) RenderTexture::Create (id: 1) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB1860 XRTextureManager::SetupRenderTextureFromXRRequest (id: 2 col: 000001DEDFEB4720 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 2) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB4720 device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Controller Features: UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Primary2DAxis (UnityEngine.Vector2) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Grip (System.Single) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - GripButton (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - MenuButton (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PrimaryButton (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PrimaryTouch (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - SecondaryButton (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - SecondaryTouch (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Trigger (System.Single) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - TriggerButton (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - TriggerTouch (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Primary2DAxisClick (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Primary2DAxisTouch (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - ThumbrestTouch (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DeviceIsTracked (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DeviceTrackingState (System.UInt32) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DevicePosition (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DeviceRotation (UnityEngine.Quaternion) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DeviceVelocity (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - DeviceAngularVelocity (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerIsTracked (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerTrackingState (System.UInt32) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerPosition (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerRotation (UnityEngine.Quaternion) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerVelocity (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - PointerAngularVelocity (UnityEngine.Vector3) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - IsTracked (System.Boolean) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - TrackingState (System.UInt32) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Playspace recentering on start. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__14:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Playspace recentered. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Recenter() d__14:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 3 col: 0000000000000000 d: 000001DEDFEB36A0 sr: 0000000000000000) RenderTexture::Create (id: 3) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB36A0 XRTextureManager::SetupRenderTextureFromXRRequest (id: 4 col: 000001DEDFEB28E0 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 4) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB28E0 XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 5 col: 0000000000000000 d: 000001DEDFEB1B20 sr: 0000000000000000) RenderTexture::Create (id: 5) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB1B20 XRTextureManager::SetupRenderTextureFromXRRequest (id: 6 col: 000001DEDFEB4460 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 6) IVRDeviceCallback_CreateEyeTextureResources 000001DEDFEB4460 Status Text: SteamAuth: Login success. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.SignInHandler:OnAuthCallback(GetTicketForWebApiResponse_t) Steamworks.Callback`1:OnRunCallback(IntPtr) Steamworks.CallbackDispatcher:RunFrame(Boolean) VFM.d__2:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: SteamAuth: Signing in with Steam as manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__2:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Steam AppId: 4192060 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__2:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: SteamAuth: Sign in success! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Authentication.d__127:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Authentication.d__15`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Authentication.WebRequest:RequestCompleted(TaskCompletionSource`1, Int64, Boolean, Boolean, String, String, IDictionary`2) Unity.Services.Authentication.<>c__DisplayClass16_0:b__0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status Text: Updating player name: manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Authentication.d__127:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Authentication.d__15`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Authentication.WebRequest:RequestCompleted(TaskCompletionSource`1, Int64, Boolean, Boolean, String, String, IDictionary`2) Unity.Services.Authentication.<>c__DisplayClass16_0:b__0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status Text: Authenticated user: manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.VFMGameManager:SetStatus(String) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Initializing with custom id: Vy3TBrk9pnZIzDwMEagERYvAxyLE UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameAnalyticsSDK.GameAnalytics:SetCustomId(String) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() VFMVoice: Initializing voice. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__1:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.d__99:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__105:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Warning/GameAnalytics: A custom user id must be set before SDK is initialized. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) GameAnalyticsSDK.Net.Threading.GAThreading:RunBlocks() GameAnalyticsSDK.Net.Threading.GAThreading:Run() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Got metadata: Wins=28 Losses=33 Draws=3 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__19:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__7`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__15:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__20:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Apis.CloudCode.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__2:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Elo acquired. MyElo = 1273 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__18:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__19:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__7`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__15:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.d__20:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Apis.CloudCode.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__2:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.CloudCode.Internal.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Voice initialized. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Vivox.d__184:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Vivox.d__103:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Loading game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: bgmVolume = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: cockpitVolume = 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: exteriorVolume = 0.95 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: announcerVolume = 0.9 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: stickSensitivity = 0.4425596 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: hapticPower = 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: skipJoinAnimation = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: enableHardwareInput = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: optInAnalytics = True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: joystickTrackingMode = Rotational UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: throttleTrackingMode = Positional UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: toggleLockControls = True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: msaaSamples = Off UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: rudderMode = Twist UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:TryLoad(Type, String) VFM.GameSettings:LoadSettings(Boolean) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFMGameManager startup complete. Loading main menu. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__102:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 0.600300 ms Enabling fallback camera on Awake UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:Awake() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() Disabling fallback camera - enabled GameScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadEnabled(VRHead) VRHead:OnEnable() Loaded scene: MainMenu UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Unloading 31 unused Assets to reduce memory usage. Loaded Objects now: 33624. Total: 7.203000 ms (FindLiveObjects: 0.698600 ms CreateObjectMapping: 0.420700 ms MarkObjects: 6.031500 ms DeleteObjects: 0.051900 ms) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.TestMainMenu:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.TestMainMenu:Start() LobbySeatAnimationController Start UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:Start() Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.LobbySeatAnimationController:Start() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:PTTOn() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 147_full_interesting-conundrum_0191, (oldID: intro) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Checking name manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__22:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status Text: Allocating relay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.VFMGameManager:CreateLobby(String) VFM.d__48:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.d__47:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.TestMainMenu:CreateLobby_Custom() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status text: Allocating relay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.VFMGameManager:CreateLobby(String) VFM.d__48:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.d__47:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.TestMainMenu:CreateLobby_Custom() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Received connection approval request from 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ConnectionApproval(ConnectionApprovalRequest, ConnectionApprovalResponse) Unity.Netcode.NetworkManager:HostServerInitialize() Unity.Netcode.NetworkManager:StartHost() VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() - Approved. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ConnectionApproval(ConnectionApprovalRequest, ConnectionApprovalResponse) Unity.Netcode.NetworkManager:HostServerInitialize() Unity.Netcode.NetworkManager:StartHost() VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Spawned VFMMPGameManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:Spawn(Boolean) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() OnClientConnectedCallback(0) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:Spawn(Boolean) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() - me! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:Spawn(Boolean) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status Text: Getting Join Code UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status text: Getting Join Code UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Checking if gnyr has a bad word UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIUtils:ContainsBadWord(String) UIUtils:GenerateLobbyCode() VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() - nope, all good. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIUtils:ContainsBadWord(String) UIUtils:GenerateLobbyCode() VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Generated lobby code: GNYR UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIUtils:GenerateLobbyCode() VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status Text: Creating Lobby UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Status text: Creating Lobby UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.VFMGameManager:SetStatusText(String) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Apis.RelayAllocations.d__8:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__3:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.d__4:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Relay.Http.<b__0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) UnityEngine.AsyncOperation:InvokeCompletionEvent() Received player info submission: manw0lfz (0) [18] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Registered player[0] manw0lfz (clientId=0) playerCount=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Requesting a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatar() VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() manw0lfz requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) LobbyAvatar spawned for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) Setting up lobby avatar seat for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() Joining voice channel: LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:JoinChannel(String) VFM.d__14:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:JoinLobbyChannel() VFM.d__8:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToLobbyVoice() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() manw0lfz.RetrieveElo(True) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__41:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMPlayerInfo:RetrieveElo(Boolean) VFM.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Setting manw0lfz to team 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_1049550678(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Registering pooled bot: BOT-Romola UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPooledBot(VFMPlayerInfo) VFM.BotPool:FillTeams() VFM.VFMMultiplayerGameManager:UpdateBotFill() VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Setting BOT-Romola to team 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_1049550678(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:RegisterPooledBot(VFMPlayerInfo) VFM.BotPool:FillTeams() VFM.VFMMultiplayerGameManager:UpdateBotFill() VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.d__152:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__120:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) VFM.d__138:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__11:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__12:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Unity.Services.Wire.Internal.<b__1>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__45:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__26:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Wire.Internal.d__6:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) Unity.Services.Wire.Internal.Client:HandleCommandReply(Reply) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() [XR] [32332] [14:01:30.985][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169207922735300 Transport Event: Connect, clientId=4294967296 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:UTransport_OnTransportEvent(NetworkEvent, UInt64, ArraySegment`1, Single) Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Received connection approval request from 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ConnectionApproval(ConnectionApprovalRequest, ConnectionApprovalResponse) Unity.Netcode.NetworkConnectionManager:ApproveConnection(ConnectionRequestMessage&, NetworkContext&) Unity.Netcode.ConnectionRequestMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - Approved. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ConnectionApproval(ConnectionApprovalRequest, ConnectionApprovalResponse) Unity.Netcode.NetworkConnectionManager:ApproveConnection(ConnectionRequestMessage&, NetworkContext&) Unity.Netcode.ConnectionRequestMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) OnClientConnectedCallback(1) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleSessionOwnerEvent(UInt32, UInt64) Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Sending registered player infos to client 1: UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendAllInfoToLateJoiner(UInt64) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleSessionOwnerEvent(UInt32, UInt64) Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - manw0lfz clientId=0 playerIndex=0 team=0 (Vy3TBrk9pnZIzDwMEagERYvAxyLE) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendAllInfoToLateJoiner(UInt64) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleSessionOwnerEvent(UInt32, UInt64) Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - BOT-Romola clientId=10007 playerIndex=1 team=1 (BOT) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendAllInfoToLateJoiner(UInt64) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleSessionOwnerEvent(UInt32, UInt64) Unity.Netcode.NetworkSceneManager:HandleSceneEvent(UInt64, FastBufferReader) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Received player info submission: GHOSTOFGURA (1) [18] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Unregistering BOT-Romola UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:UnregisterPlayer(UInt64) VFM.VFMMultiplayerGameManager:UnregisterPlayerRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_1890980250(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:UnregisterPlayerRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Registered player count: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:UnregisterPlayer(UInt64) VFM.VFMMultiplayerGameManager:UnregisterPlayerRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_1890980250(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:UnregisterPlayerRpc(UInt64) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Registered player[1] GHOSTOFGURA (clientId=1) playerCount=2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) GHOSTOFGURA.RetrieveElo(True) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__41:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMPlayerInfo:RetrieveElo(Boolean) VFM.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_155957097(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RegisterPlayerRpc(PlayerInfoSubmission, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting GHOSTOFGURA to team 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_1049550678(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SetPlayerTeamRpc(UInt64, Byte) VFM.VFMMultiplayerGameManager:RegisterPlayer(PlayerInfoSubmission, Int32) VFM.VFMMultiplayerGameManager:SubmitPlayerInfoRpc(PlayerInfoSubmission) VFM.VFMMultiplayerGameManager:__rpc_handler_4046151398(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) GHOSTOFGURA requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) LobbyAvatar spawned for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up lobby avatar seat for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) seat sound: open UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.AnimatedLobbySeat:PlayOpenSound() VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Assigning player voice participant: GHOSTOFGURA, channel: LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantAddedToChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnParticipantAdded(Object, KeyEventArg`1) Unity.Services.Vivox.ReadWriteDictionary`3:set_Item(TK, TI) Unity.Services.Vivox.ChannelSession:InstanceOnEventMessageReceived(vx_evt_base_t) Unity.Services.Vivox.VxClient:InstanceOnMainLoopRun(Boolean&) Unity.Services.Vivox.Client:RunOnce() Unity.Services.Vivox.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting up voice tap for GHOSTOFGURA. PlayerId:VXvvo08O24jkFa4rD6u8eMFLW86B Channel:LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [Vivox]: New tap id for VivoxParticipantTap tap: 1 with channel name LGwyZWNwVQK7TYbqRL2xTS, participant name VXvvo08O24jkFa4rD6u8eMFLW86B UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(String, Object) Unity.Services.Vivox.VivoxLogger:Log(Object) Unity.Services.Vivox.AudioTaps.VivoxParticipantTap:RegisterTap(String) Unity.Services.Vivox.AudioTaps.VivoxAudioTap:RegisterTapCore() VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [XR] [32332] [14:03:45.849][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169342787198599 [XR] [32332] [14:03:45.849][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:03:45.849][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:03:45.849][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:03:45.849][Info ] xrInitializeLoaderKHR [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] Symmetric Projection: False [XR] [32332] [14:03:45.849][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:03:45.849][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:03:45.849][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:03:45.849][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:03:45.849][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:03:45.849][Info ] Optimize Buffer Discards: False [XR] [32332] [14:03:45.849][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:03:45.849][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:03:45.849][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] Provider Version: 1.16.0 [XR] [32332] [14:03:45.849][Info ] App: VFM #1372187934 [XR] [32332] [14:03:45.849][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:03:45.849][Info ] [XR] [32332] [14:03:45.849][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:03:45.849][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:03:45.849][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:03:45.849][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:03:45.849][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:03:45.849][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:03:45.849][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:03:45.849][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:03:45.849][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:03:45.849][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:03:45.849][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:03:45.849][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:03:45.849][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:03:45.849][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:03:45.849][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:03:45.849][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:03:45.849][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:03:45.849][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:03:45.850][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:03:45.850][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:03:45.850][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:03:45.850][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:03:45.850][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:03:45.850][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:03:45.850][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Available Layers: (0) [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Runtime Name: Oculus [XR] [32332] [14:03:45.850][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:03:45.850][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:03:45.850][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:03:45.850][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:03:45.850][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Available Reference Spaces: (4) [XR] [32332] [14:03:45.850][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:03:45.850][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:03:45.850][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:03:45.850][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Instance Id : 0x1 [XR] [32332] [14:03:45.850][Info ] System Id : 0x17 [XR] [32332] [14:03:45.850][Info ] Session Id : 0x2 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Available View Configuration Types: (1) [XR] [32332] [14:03:45.850][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:03:45.850][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:03:45.850][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:03:45.850][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:03:45.850][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Skip Present To Main Screen: No [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:03:45.850][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Features requested to be enabled: (5) [XR] [32332] [14:03:45.850][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:03:45.850][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:03:45.850][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:03:45.850][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:03:45.850][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:03:45.850][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] ==== OpenXR Input ==== [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Action Sets (3): [XR] [32332] [14:03:45.850][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:03:45.850][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:03:45.850][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:03:45.850][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:03:45.850][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:03:45.850][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] Swapchain Format Preferences: [XR] [32332] [14:03:45.850][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:03:45.850][Info ] Swapchain Formats: [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:03:45.850][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:03:45.850][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:03:45.850][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:03:45.850][Info ] Swapchain Views: (2) [XR] [32332] [14:03:45.850][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:03:45.850][Info ] [XR] [32332] [14:03:45.850][Info ] ==== Last 20 Events ==== [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:03:45.850][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:03:45.850][Info ] ==== End Unity OpenXR Diagnostic Report ==== SetLobbyLocked(True) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__124:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:SetLobbyLocked(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Clearing match UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ClearMatch() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Assigning spawn indices. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:AssignSpawnIndices() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() UnlistenDSEvents (LobbyMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPLobbyMenuUI:UnlistenDSEvents() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status Text: Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status text: Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.VFMGameManager:SetStatusText(String) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.034 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.055 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.064 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.044 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.069 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.024 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.003 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.018 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.051 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.067 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.001 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.026 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.056 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.050 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.031 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.006 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.061 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.025 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.004 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.047 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.058 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.029 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.021 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.005 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.068 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.065 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.020 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.007 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.009 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.066 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.052 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.063 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.057 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.010 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.062 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.043 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.028 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.060 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.030 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.027 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.008 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.054 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.032 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.053 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.048 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.059 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.022 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.019 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.046 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.033 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.049 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.045 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.023 Enabling fallback camera UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadDisabled(VRHead) VRHead:OnDisable() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:OnDisable() Saving game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:SaveSettings() UnloadTime: 6.345900 ms Reset particle wind space position. Num particles shifted: 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) FOParticleShifter:ResetParticleWindSpacePos() FOParticleShifter:Awake() Loaded scene: SampleScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Rolled random map idx: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting map to [1] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MapManager:SetMap(Int32) VFM.VFMPrototypeGameManager:SetMapRpc(Byte) VFM.VFMPrototypeGameManager:__rpc_handler_88827997(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:SetMapRpc(Byte) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Creating new match with 1 rounds UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Match:Create(Int32) VFM.VFMGameManager:StartNewMatch() VFM.VFMMultiplayerGameManager:NewMatchRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_2306401030(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:NewMatchRpc() VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Set current round to 0 (RPC) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SetRoundRpc(Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_1889955105(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SetRoundRpc(Byte) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 201_full_desert-race_0166, (oldID: 147_full_interesting-conundrum_0191) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning T-18 Cutlass for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() TelescopePiston.AutoGetRenderers() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) TelescopePiston:AutoGetRenderers() TelescopePiston:Awake() UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(T) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() BehaviorGraph is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The BehaviorGraphAgent component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputIndicator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputAnimator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Disabling fallback camera - enabled HornetPrefab(Clone) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadEnabled(VRHead) VRHead:OnEnable() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Moving manw0lfz spawned jet to spawn point via spawnIndex UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() A player spawned (0) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() - team: 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Waiting for 2 players to spawn. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:Start() 1 players spawned... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:Start() device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSettings() sCam_camEnabled = True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() sCam_useExternalAudio = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() sCam_autoFov = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() camEnabled loaded enabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSettings() Enable S-Cam UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:EnableCamera() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Unloading 74 unused Assets to reduce memory usage. Loaded Objects now: 33530. Total: 10.692900 ms (FindLiveObjects: 1.229800 ms CreateObjectMapping: 0.662300 ms MarkObjects: 8.543300 ms DeleteObjects: 0.257100 ms) Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnWithOwnership(UInt64, Boolean) VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.d__19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning T-18 Cutlass for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) TelescopePiston.AutoGetRenderers() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) TelescopePiston:AutoGetRenderers() TelescopePiston:Awake() UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(T) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) BehaviorGraph is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The BehaviorGraphAgent component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputIndicator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputAnimator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Moving GHOSTOFGURA spawned jet to spawn point via spawnIndex UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) A player spawned (1) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - team: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnWithOwnership(UInt64, Boolean) VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2 players spawned... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning bots if necessary. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - 0 bots spawned. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beginning match start countdown. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:BeginCountdownRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_527347291(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:BeginCountdownRpc(Single) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) MatchLogger: [0] Match started. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) VFM.MatchLogger:BeginMatchTime(Single) VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beginning replay recording. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:BeginRecording() VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Set IsRecording to True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:set_recording(Boolean) ReplaySystem.d__57:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ReplaySystem.ReplayRecorder:BeginRecording() VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Resetting sync tf! Airspeed: 311.7848, dist: 58.79077 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) VFM.PlayerJetNetSync:SyncPhysics(Single, Vector3, Quaternion, Vector3&, Quaternion&) VFM.PlayerJetNetSync:FixedUpdate() [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (5), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Playspace recentered. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Recenter() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (10), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Received DamageServerRpc: sourcePlayerIdx=1, creditWeapon=Gun UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:DamageServerRpc(Single, Vector3, Int16, Int16, Single) Health:__rpc_handler_1753235537(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [XR] [32332] [14:06:00.129][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169477066871800 [XR] [32332] [14:06:05.117][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169482055151699 [XR] [32332] [14:06:05.117][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:06:05.117][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:06:05.117][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:06:05.117][Info ] xrInitializeLoaderKHR [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] Symmetric Projection: False [XR] [32332] [14:06:05.117][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:06:05.117][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:06:05.117][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:06:05.117][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:06:05.117][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:06:05.117][Info ] Optimize Buffer Discards: False [XR] [32332] [14:06:05.117][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:06:05.117][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:06:05.117][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] Provider Version: 1.16.0 [XR] [32332] [14:06:05.117][Info ] App: VFM #1372187934 [XR] [32332] [14:06:05.117][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:06:05.117][Info ] [XR] [32332] [14:06:05.117][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:06:05.117][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:06:05.117][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:06:05.117][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:06:05.117][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:06:05.117][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:06:05.117][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:06:05.117][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:06:05.117][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:06:05.117][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:06:05.117][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:06:05.117][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:06:05.117][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:06:05.117][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:06:05.117][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:06:05.117][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:06:05.117][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:06:05.117][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:06:05.117][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:06:05.117][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:06:05.117][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:06:05.118][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:06:05.118][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Available Layers: (0) [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Runtime Name: Oculus [XR] [32332] [14:06:05.118][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:06:05.118][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:06:05.118][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:06:05.118][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:06:05.118][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Available Reference Spaces: (4) [XR] [32332] [14:06:05.118][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:06:05.118][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:06:05.118][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:06:05.118][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Instance Id : 0x1 [XR] [32332] [14:06:05.118][Info ] System Id : 0x17 [XR] [32332] [14:06:05.118][Info ] Session Id : 0x2 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Available View Configuration Types: (1) [XR] [32332] [14:06:05.118][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:06:05.118][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:06:05.118][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:06:05.118][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:06:05.118][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Skip Present To Main Screen: No [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:06:05.118][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Features requested to be enabled: (5) [XR] [32332] [14:06:05.118][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:06:05.118][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:06:05.118][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:06:05.118][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:06:05.118][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:06:05.118][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] ==== OpenXR Input ==== [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Action Sets (3): [XR] [32332] [14:06:05.118][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:06:05.118][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:06:05.118][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:06:05.118][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:06:05.118][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:06:05.118][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] Swapchain Format Preferences: [XR] [32332] [14:06:05.118][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:06:05.118][Info ] Swapchain Formats: [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:06:05.118][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:06:05.118][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:06:05.118][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:06:05.118][Info ] Swapchain Views: (2) [XR] [32332] [14:06:05.118][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:06:05.118][Info ] [XR] [32332] [14:06:05.118][Info ] ==== Last 20 Events ==== [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:06:05.118][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:06:05.118][Info ] ==== End Unity OpenXR Diagnostic Report ==== BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 131_full_sands-of-time_0215, (oldID: 201_full_desert-race_0166) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) manw0lfz killed GHOSTOFGURA with Gun UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() MatchLogger: [168.2715] manw0lfz killed GHOSTOFGURA with Gun. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Received round[0] score: A=1 B=0 result=-2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:__rpc_handler_3340060915(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:SendRoundScoreToClients(Int32) VFM.VFMPrototypeGameManager:PlayerDied(Actor) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() [XR] [32332] [14:06:49.931][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169526869079600 Declaring round result: Alpha UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.VFMPrototypeGameManager:__rpc_handler_773223893(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Received round[0] score: A=1 B=0 result=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:__rpc_handler_3340060915(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:SendRoundScoreToClients(Int32) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.VFMPrototypeGameManager:__rpc_handler_773223893(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Received match result: Alpha (RPC) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendMatchResultClientRpc(Int16) VFM.VFMMultiplayerGameManager:__rpc_handler_3930295586(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery) VFM.VFMMultiplayerGameManager:SendMatchResultClientRpc(Int16) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.VFMPrototypeGameManager:__rpc_handler_773223893(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) MatchLogger: [174.0563] Match ended: Alpha wins! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending replay recording. 2 total tracked entities. Duration: 0:02:58 keyframes: 2374 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - framesSkippedForConstantV=9, framesSkippedForNonMovement=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Set IsRecording to False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:set_recording(Boolean) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Enabling fallback camera UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadDisabled(VRHead) VRHead:OnDisable() Saving S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:OnDisable() Disable S-Cam UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:DisableCamera() VFM.SpectatorCameraController:OnDisable() Cannot set the parent of the GameObject 'sCamera' while activating or deactivating the parent GameObject 'SpectatorCameraController'. VFM.SpectatorCameraController:SetCameraParent(Transform) VFM.SpectatorCameraController:DisableCamera() VFM.SpectatorCameraController:OnDisable() [ line -13705960] manw0lfz outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() GHOSTOFGURA outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Unloading 7 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 4.616700 ms Loaded scene: ReplayViewMP UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Spawning avatar for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Reference frame of the curve not set and XROrigin is not found, using global up as default. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) UnityEngine.XR.Interaction.Toolkit.Interactors.XRRayInteractor:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.Replay.ReplayScene:Start() Started replay scene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:Start() BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 147_full_interesting-conundrum_0191, (oldID: 131_full_sands-of-time_0215) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:PTTOn() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Unloading 169 unused Assets to reduce memory usage. Loaded Objects now: 28015. Total: 8.655100 ms (FindLiveObjects: 0.897400 ms CreateObjectMapping: 0.568600 ms MarkObjects: 6.997300 ms DeleteObjects: 0.191400 ms) Received replay avatar request for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Spawning avatar for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up voice tap for GHOSTOFGURA. PlayerId:VXvvo08O24jkFa4rD6u8eMFLW86B Channel:LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Vivox]: New tap id for VivoxParticipantTap tap: 3 with channel name LGwyZWNwVQK7TYbqRL2xTS, participant name VXvvo08O24jkFa4rD6u8eMFLW86B UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(String, Object) Unity.Services.Vivox.VivoxLogger:Log(Object) Unity.Services.Vivox.AudioTaps.VivoxParticipantTap:RegisterTap(String) Unity.Services.Vivox.AudioTaps.VivoxAudioTap:RegisterTapCore() VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type ServerRpcMessage associated with id (9), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [XR] [32332] [14:07:17.626][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169554564205100 [XR] [32332] [14:07:17.626][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:07:17.626][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:07:17.626][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:07:17.626][Info ] xrInitializeLoaderKHR [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] Symmetric Projection: False [XR] [32332] [14:07:17.626][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:07:17.626][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:07:17.626][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:07:17.626][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:07:17.626][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:07:17.626][Info ] Optimize Buffer Discards: False [XR] [32332] [14:07:17.626][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:07:17.626][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:07:17.626][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] Provider Version: 1.16.0 [XR] [32332] [14:07:17.626][Info ] App: VFM #1372187934 [XR] [32332] [14:07:17.626][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:07:17.626][Info ] [XR] [32332] [14:07:17.626][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:07:17.626][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:07:17.626][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:07:17.626][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:07:17.626][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:07:17.626][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:07:17.626][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:07:17.626][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:07:17.626][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:07:17.626][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:07:17.626][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:07:17.626][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:07:17.626][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:07:17.626][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:07:17.626][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:07:17.626][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:07:17.626][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:07:17.626][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:07:17.626][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:07:17.626][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:07:17.626][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:07:17.626][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:07:17.627][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:07:17.627][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:07:17.627][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Available Layers: (0) [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Runtime Name: Oculus [XR] [32332] [14:07:17.627][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:07:17.627][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:07:17.627][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:07:17.627][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:07:17.627][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Available Reference Spaces: (4) [XR] [32332] [14:07:17.627][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:07:17.627][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:07:17.627][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:07:17.627][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Instance Id : 0x1 [XR] [32332] [14:07:17.627][Info ] System Id : 0x17 [XR] [32332] [14:07:17.627][Info ] Session Id : 0x2 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Available View Configuration Types: (1) [XR] [32332] [14:07:17.627][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:07:17.627][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:07:17.627][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:07:17.627][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:07:17.627][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Skip Present To Main Screen: No [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:07:17.627][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Features requested to be enabled: (5) [XR] [32332] [14:07:17.627][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:07:17.627][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:07:17.627][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:07:17.627][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:07:17.627][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:07:17.627][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] ==== OpenXR Input ==== [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Action Sets (3): [XR] [32332] [14:07:17.627][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:07:17.627][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:07:17.627][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:07:17.627][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:07:17.627][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:07:17.627][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] Swapchain Format Preferences: [XR] [32332] [14:07:17.627][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:07:17.627][Info ] Swapchain Formats: [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:07:17.627][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:07:17.627][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:07:17.627][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:07:17.627][Info ] Swapchain Views: (2) [XR] [32332] [14:07:17.627][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:07:17.627][Info ] [XR] [32332] [14:07:17.627][Info ] ==== Last 20 Events ==== [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:07:17.627][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:07:17.627][Info ] ==== End Unity OpenXR Diagnostic Report ==== Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:OnDisable() VFM.ReplaySceneUI:EndMatchHost() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() VFM.ReplaySceneUI:EndMatchHost() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() VFM.ReplaySceneUI:EndMatchHost() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() VFM.ReplaySceneUI:EndMatchHost() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 0.864800 ms SetLobbyLocked(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__124:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:SetLobbyLocked(Boolean) VFM.TestMainMenu:OnEnable() Enabling fallback camera on Awake UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:Awake() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() Disabling fallback camera - enabled GameScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadEnabled(VRHead) VRHead:OnEnable() Loaded scene: MainMenu UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.TestMainMenu:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.TestMainMenu:Start() LobbySeatAnimationController Start UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:Start() Requesting a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatar() VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() manw0lfz requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() LobbyAvatar spawned for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Setting up lobby avatar seat for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbySeatAnimationController:Start() Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbySeatAnimationController:Start() Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.LobbySeatAnimationController:Start() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:PTTOn() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 99 unused Assets to reduce memory usage. Loaded Objects now: 36118. Total: 10.480700 ms (FindLiveObjects: 1.042800 ms CreateObjectMapping: 0.633900 ms MarkObjects: 8.658600 ms DeleteObjects: 0.145100 ms) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) GHOSTOFGURA requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) LobbyAvatar spawned for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up lobby avatar seat for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) seat sound: open UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.AnimatedLobbySeat:PlayOpenSound() VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up voice tap for GHOSTOFGURA. PlayerId:VXvvo08O24jkFa4rD6u8eMFLW86B Channel:LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Vivox]: New tap id for VivoxParticipantTap tap: 4 with channel name LGwyZWNwVQK7TYbqRL2xTS, participant name VXvvo08O24jkFa4rD6u8eMFLW86B UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(String, Object) Unity.Services.Vivox.VivoxLogger:Log(Object) Unity.Services.Vivox.AudioTaps.VivoxParticipantTap:RegisterTap(String) Unity.Services.Vivox.AudioTaps.VivoxAudioTap:RegisterTapCore() VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MatchRoundsProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MatchRoundsProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MatchRoundsProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:FillBotsProp_OnPropertyValueChanged(Object) VTBoolProperty:OnPointerClick(PointerEventData) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MergeSafetyProp_OnPropertyValueChanged(Object) VTBoolProperty:OnPointerClick(PointerEventData) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:SpeedProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MinutesProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Sending game setup to clients. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendGameSetupToClients() VFM.LobbyGameOptionsUI:MinutesProp_OnPropertyValueChanged(Object) VTEnumProperty:OnSelected(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (8), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [XR] [32332] [14:08:22.585][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169619522610800 [XR] [32332] [14:09:17.365][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169674303170100 [XR] [32332] [14:09:17.365][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:09:17.365][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:09:17.365][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:09:17.365][Info ] xrInitializeLoaderKHR [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] Symmetric Projection: False [XR] [32332] [14:09:17.365][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:09:17.365][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:09:17.365][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:09:17.365][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:09:17.365][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:09:17.365][Info ] Optimize Buffer Discards: False [XR] [32332] [14:09:17.365][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:09:17.365][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:09:17.365][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] Provider Version: 1.16.0 [XR] [32332] [14:09:17.365][Info ] App: VFM #1372187934 [XR] [32332] [14:09:17.365][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:09:17.365][Info ] [XR] [32332] [14:09:17.365][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:09:17.365][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:09:17.365][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:09:17.365][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:09:17.365][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:09:17.365][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:09:17.365][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:09:17.365][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:09:17.365][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:09:17.365][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:09:17.365][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:09:17.365][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:09:17.365][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:09:17.365][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:09:17.365][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:09:17.365][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:09:17.365][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:09:17.365][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:09:17.366][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:09:17.366][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Available Layers: (0) [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Runtime Name: Oculus [XR] [32332] [14:09:17.366][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:09:17.366][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:09:17.366][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:09:17.366][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:09:17.366][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Available Reference Spaces: (4) [XR] [32332] [14:09:17.366][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:09:17.366][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:09:17.366][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:09:17.366][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Instance Id : 0x1 [XR] [32332] [14:09:17.366][Info ] System Id : 0x17 [XR] [32332] [14:09:17.366][Info ] Session Id : 0x2 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Available View Configuration Types: (1) [XR] [32332] [14:09:17.366][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:09:17.366][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:09:17.366][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:09:17.366][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:09:17.366][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Skip Present To Main Screen: No [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:09:17.366][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Features requested to be enabled: (5) [XR] [32332] [14:09:17.366][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:09:17.366][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:09:17.366][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:09:17.366][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:09:17.366][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:09:17.366][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] ==== OpenXR Input ==== [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Action Sets (3): [XR] [32332] [14:09:17.366][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:09:17.366][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:09:17.366][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:09:17.366][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:09:17.366][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:09:17.366][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] Swapchain Format Preferences: [XR] [32332] [14:09:17.366][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:09:17.366][Info ] Swapchain Formats: [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:09:17.366][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:09:17.366][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:09:17.366][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:09:17.366][Info ] Swapchain Views: (2) [XR] [32332] [14:09:17.366][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:09:17.366][Info ] [XR] [32332] [14:09:17.366][Info ] ==== Last 20 Events ==== [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:09:17.366][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:09:17.366][Info ] ==== End Unity OpenXR Diagnostic Report ==== SetLobbyLocked(True) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__124:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:SetLobbyLocked(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Clearing match UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:ClearMatch() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Assigning spawn indices. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:AssignSpawnIndices() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() UnlistenDSEvents (LobbyMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPLobbyMenuUI:UnlistenDSEvents() VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status Text: Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status text: Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.VFMGameManager:SetStatusText(String) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.MPLobbyMenuUI:StartGameButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Starting game! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__26:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.034 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.044 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.024 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.069 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.055 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.003 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.064 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.018 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.051 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.067 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.001 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.026 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.050 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.004 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.061 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.056 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.058 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.006 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.031 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.025 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.047 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.065 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.063 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.068 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.007 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.029 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.020 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.052 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.021 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.057 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.009 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.010 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.066 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.005 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.043 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.062 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.028 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.027 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.030 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.060 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.054 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: WCTest_Mesh_0_0.008 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.048 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.053 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.022 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.032 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.059 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.019 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.046 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.033 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.049 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.045 Detected one or more triangles where the distance between any 2 vertices is greater than 500 units. The resulting Triangle Mesh can impact simulation and query stability. It is recommended to tessellate meshes that have large triangles. Source mesh name: Plane.023 Enabling fallback camera UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadDisabled(VRHead) VRHead:OnDisable() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:OnDisable() Saving game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:SaveSettings() UnloadTime: 8.793400 ms Reset particle wind space position. Num particles shifted: 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) FOParticleShifter:ResetParticleWindSpacePos() FOParticleShifter:Awake() Loaded scene: SampleScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Rolled random map idx: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting map to [1] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MapManager:SetMap(Int32) VFM.VFMPrototypeGameManager:SetMapRpc(Byte) VFM.VFMPrototypeGameManager:__rpc_handler_88827997(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:SetMapRpc(Byte) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Creating new match with 7 rounds UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Match:Create(Int32) VFM.VFMGameManager:StartNewMatch() VFM.VFMMultiplayerGameManager:NewMatchRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_2306401030(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:NewMatchRpc() VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Set current round to 0 (RPC) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SetRoundRpc(Byte) VFM.VFMMultiplayerGameManager:__rpc_handler_1889955105(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:SetRoundRpc(Byte) VFM.VFMPrototypeGameManager:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSceneManager:OnSessionOwnerLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 131_full_sands-of-time_0215, (oldID: 147_full_interesting-conundrum_0191) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning T-18 Cutlass for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() TelescopePiston.AutoGetRenderers() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) TelescopePiston:AutoGetRenderers() TelescopePiston:Awake() UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(T) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() BehaviorGraph is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The BehaviorGraphAgent component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputIndicator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputAnimator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Disabling fallback camera - enabled HornetPrefab(Clone) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadEnabled(VRHead) VRHead:OnEnable() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Moving manw0lfz spawned jet to spawn point via spawnIndex UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() A player spawned (0) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() - team: 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:Start() Waiting for 2 players to spawn. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:Start() 1 players spawned... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:Start() device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSettings() sCam_camEnabled = True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() sCam_useExternalAudio = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() sCam_autoFov = False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSetting(String, Boolean&) VFM.SpectatorCameraController:LoadSettings() camEnabled loaded enabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:LoadSettings() Enable S-Cam UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:EnableCamera() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Unloading 72 unused Assets to reduce memory usage. Loaded Objects now: 33539. Total: 8.160600 ms (FindLiveObjects: 1.157400 ms CreateObjectMapping: 0.750200 ms MarkObjects: 6.008800 ms DeleteObjects: 0.244000 ms) Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnWithOwnership(UInt64, Boolean) VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.d__19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning T-18 Cutlass for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) TelescopePiston.AutoGetRenderers() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) TelescopePiston:AutoGetRenderers() TelescopePiston:Awake() UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(T) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) BehaviorGraph is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The BehaviorGraphAgent component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputIndicator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) SpeakIndicator is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The VoiceOutputAnimator component was skipped during spawn! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Moving GHOSTOFGURA spawned jet to spawn point via spawnIndex UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMPrototypeGameManager:SpawnJetForClient(UInt64) VFM.VFMPrototypeGameManager:RequestJetServerRpc(UInt64) VFM.VFMPrototypeGameManager:__rpc_handler_1043604276(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) A player spawned (1) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - team: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:ReportSpawned(GameObject, UInt64) VFM.PlayerJetNetSync:SetupPlayerNameRpc() VFM.PlayerJetNetSync:__rpc_handler_4172135401(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnWithOwnership(UInt64, Boolean) VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2 players spawned... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beginning match start countdown. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VFMPrototypeGameManager:BeginCountdownRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_527347291(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:BeginCountdownRpc(Single) VFM.d__65:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) MatchLogger: [0] Match started. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) VFM.MatchLogger:BeginMatchTime(Single) VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beginning replay recording. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:BeginRecording() VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Set IsRecording to True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:set_recording(Boolean) ReplaySystem.d__57:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ReplaySystem.ReplayRecorder:BeginRecording() VFM.d__80:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (11), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (13), but the NetworkObject was not received within the timeout period 10 second(s). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Netcode.DeferredMessageManager:PurgeTrigger(TriggerType, UInt64, TriggerInfo) Unity.Netcode.DeferredMessageManager:CleanupStaleTriggers() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) manw0lfz killed GHOSTOFGURA with Gun UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() MatchLogger: [103.0922] manw0lfz killed GHOSTOFGURA with Gun. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Received round[0] score: A=1 B=0 result=-2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:__rpc_handler_3340060915(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery) VFM.VFMMultiplayerGameManager:SendRoundScoreClientRpc(Int16, Int16, Int16, Int16) VFM.VFMMultiplayerGameManager:SendRoundScoreToClients(Int32) VFM.VFMPrototypeGameManager:PlayerDied(Actor) Health:Kill() Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() [XR] [32332] [14:11:17.788][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169794726283600 Declaring round result: Alpha UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.VFMPrototypeGameManager:__rpc_handler_773223893(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.EveryoneRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMPrototypeGameManager:DeclareWinnerRpc(SByte) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) MatchLogger: [108.8853] Match ended: Alpha wins! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [XR] [32332] [14:11:24.950][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=2 time=169801887754400 [XR] [32332] [14:11:24.950][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:11:24.950][Info ] ==== Report Reason: System Startup Completed ==== [XR] [32332] [14:11:24.950][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:11:24.950][Info ] xrInitializeLoaderKHR [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Symmetric Projection: False [XR] [32332] [14:11:24.950][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:11:24.950][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:11:24.950][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:11:24.950][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:11:24.950][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:11:24.950][Info ] Optimize Buffer Discards: False [XR] [32332] [14:11:24.950][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:11:24.950][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:11:24.950][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Provider Version: 1.16.0 [XR] [32332] [14:11:24.950][Info ] App: VFM #1372187934 [XR] [32332] [14:11:24.950][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:11:24.950][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:11:24.950][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:11:24.950][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:11:24.950][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:11:24.950][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:11:24.950][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:11:24.950][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:11:24.950][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:11:24.950][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Available Layers: (0) [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Runtime Name: Oculus [XR] [32332] [14:11:24.950][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:11:24.950][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:11:24.950][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:11:24.950][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:11:24.950][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:11:24.950][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Available Reference Spaces: (4) [XR] [32332] [14:11:24.950][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:11:24.950][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:11:24.950][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:11:24.950][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Instance Id : 0x1 [XR] [32332] [14:11:24.950][Info ] System Id : 0x17 [XR] [32332] [14:11:24.950][Info ] Session Id : 0x2 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Available View Configuration Types: (1) [XR] [32332] [14:11:24.950][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:11:24.950][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:24.950][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:11:24.950][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:24.950][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Skip Present To Main Screen: No [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:11:24.950][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:11:24.950][Info ] [XR] [32332] [14:11:24.950][Info ] Features requested to be enabled: (5) [XR] [32332] [14:11:24.950][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:11:24.951][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:11:24.951][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:11:24.951][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:11:24.951][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:11:24.951][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] ==== OpenXR Input ==== [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] Action Sets (3): [XR] [32332] [14:11:24.951][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:11:24.951][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:11:24.951][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:11:24.951][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:11:24.951][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:11:24.951][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] Swapchain Format Preferences: [XR] [32332] [14:11:24.951][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:11:24.951][Info ] Swapchain Formats: [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:11:24.951][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:11:24.951][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:11:24.951][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:11:24.951][Info ] Swapchain Views: (2) [XR] [32332] [14:11:24.951][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:24.951][Info ] [XR] [32332] [14:11:24.951][Info ] ==== Last 20 Events ==== [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:24.951][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:24.951][Info ] ==== End Unity OpenXR Diagnostic Report ==== Ending replay recording. 2 total tracked entities. Duration: 0:01:53 keyframes: 1188 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - framesSkippedForConstantV=1, framesSkippedForNonMovement=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Set IsRecording to False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ReplaySystem.ReplayRecorder:set_recording(Boolean) ReplaySystem.ReplayRecorder:EndRecording() VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.d__92:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Enabling fallback camera UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadDisabled(VRHead) VRHead:OnDisable() Saving S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:OnDisable() Disable S-Cam UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:DisableCamera() VFM.SpectatorCameraController:OnDisable() Cannot set the parent of the GameObject 'sCamera' while activating or deactivating the parent GameObject 'SpectatorCameraController'. VFM.SpectatorCameraController:SetCameraParent(Transform) VFM.SpectatorCameraController:DisableCamera() VFM.SpectatorCameraController:OnDisable() [ line -13705960] manw0lfz outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() GHOSTOFGURA outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() UnloadTime: 3.861000 ms Loaded scene: ReplayViewMP UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Spawning avatar for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Reference frame of the curve not set and XROrigin is not found, using global up as default. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) UnityEngine.XR.Interaction.Toolkit.Interactors.XRRayInteractor:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() ComponentExtensions:SetActive(GameObject[], Boolean) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:SpawnAvatar(VFMPlayerInfo) VFM.Replay.ReplayScene:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.Replay.ReplayScene:Start() Started replay scene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:Start() BGMManager FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Fading to new ID: 147_full_interesting-conundrum_0191, (oldID: 131_full_sands-of-time_0215) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToRoutine fadeInTime:2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BGMManager:_FadeTo(AudioClip, Single, Boolean, String) BGMManager:FadeTo(AudioClip, Single, Boolean, String) VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:PTTOn() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Unloading 170 unused Assets to reduce memory usage. Loaded Objects now: 28245. Total: 8.206200 ms (FindLiveObjects: 0.921100 ms CreateObjectMapping: 0.558700 ms MarkObjects: 6.484900 ms DeleteObjects: 0.241400 ms) Received replay avatar request for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Spawning avatar for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up voice tap for GHOSTOFGURA. PlayerId:VXvvo08O24jkFa4rD6u8eMFLW86B Channel:LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Vivox]: New tap id for VivoxParticipantTap tap: 5 with channel name LGwyZWNwVQK7TYbqRL2xTS, participant name VXvvo08O24jkFa4rD6u8eMFLW86B UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(String, Object) Unity.Services.Vivox.VivoxLogger:Log(Object) Unity.Services.Vivox.AudioTaps.VivoxParticipantTap:RegisterTap(String) Unity.Services.Vivox.AudioTaps.VivoxAudioTap:RegisterTapCore() VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.Replay.ReplayScene:RequestAvatarRpc(UInt64) VFM.Replay.ReplayScene:__rpc_handler_1955908813(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:OnDisable() VFM.ReplaySceneUI:EndMatchHost() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:HostSendFadeOut(Boolean) VFM.Replay.d__59:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.Replay.ReplayScene:EndMatch() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.389800 ms SetLobbyLocked(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__124:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:SetLobbyLocked(Boolean) VFM.TestMainMenu:OnEnable() Enabling fallback camera on Awake UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:Awake() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() Disabling fallback camera - enabled GameScene UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadEnabled(VRHead) VRHead:OnEnable() Loaded scene: MainMenu UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SceneManager_sceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.TestMainMenu:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.TestMainMenu:Start() LobbySeatAnimationController Start UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:Start() Requesting a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatar() VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() manw0lfz requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Player avatar spawned for 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() LobbyAvatar spawned for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.ServerRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NetworkBehaviour:__endSendRpc(FastBufferWriter&, UInt32, RpcParams, RpcAttributeParams, SendTo, RpcDelivery) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnSpawned() VFM.LobbySeatAnimationController:Start() Setting up lobby avatar seat for manw0lfz UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbySeatAnimationController:Start() Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbySeatAnimationController:Start() Moving local avatar to seat 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbySeatAnimationController:SetLocalPlayerIndex(Int32) VFM.LobbySeatAnimationController:Start() Voice PTT OFF UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) Voice PTT ON UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:PTT(Boolean) VFM.Voice:PushToTalk(Boolean) VFM.VoicePTT:PTTOn() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) device.name=Oculus Touch Controller OpenXR, isValid=True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) BDXR.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 99 unused Assets to reduce memory usage. Loaded Objects now: 36119. Total: 15.399700 ms (FindLiveObjects: 1.856100 ms CreateObjectMapping: 1.499700 ms MarkObjects: 11.805700 ms DeleteObjects: 0.237900 ms) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VehicleControls determined controller type: QuestTouch (dName=oculus touch controller openxr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VehicleControls:DetermineControllerType() VFM.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) GHOSTOFGURA requested a lobby avatar. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Player avatar spawned for 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) LobbyAvatar spawned for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up lobby avatar seat for GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) seat sound: open UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.AnimatedLobbySeat:PlayOpenSound() VFM.d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.LobbyAvatarSync:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Setting up voice tap for GHOSTOFGURA. PlayerId:VXvvo08O24jkFa4rD6u8eMFLW86B Channel:LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) [Vivox]: New tap id for VivoxParticipantTap tap: 6 with channel name LGwyZWNwVQK7TYbqRL2xTS, participant name VXvvo08O24jkFa4rD6u8eMFLW86B UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(String, Object) Unity.Services.Vivox.VivoxLogger:Log(Object) Unity.Services.Vivox.AudioTaps.VivoxParticipantTap:RegisterTap(String) Unity.Services.Vivox.AudioTaps.VivoxAudioTap:RegisterTapCore() VFM.d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.VoiceParticipantTapSetup:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) UnitySourceGeneratedAssemblyMonoScriptTypes_v1:Get() Unity.Netcode.NetworkObject:SpawnAsPlayerObject(UInt64, Boolean) VFM.VFMMultiplayerGameManager:RequestLobbyAvatarRpc(UInt64) VFM.VFMMultiplayerGameManager:__rpc_handler_865899938(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.RpcMessage:Handle(NetworkContext&) Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) UnlistenDSEvents (LobbyMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPLobbyMenuUI:UnlistenDSEvents() VFM.MPLobbyMenuUI:OnDisable() VTConfirmationDialogue:DisplayConfirmation(String, String, UnityAction, UnityAction) VFM.QuitGameButton:Quit() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() SetLobbyLocked(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__124:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:SetLobbyLocked(Boolean) VFM.TestMainMenu:OnEnable() VTConfirmationDialogue:ShowHiddenStuff() VTConfirmationDialogue:Okay() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() FadeOut(RGBA(0.000, 0.000, 0.000, 1.000)) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut(Color) VFM.ScreenFader:FadeOut() VFM.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() [Multiplayer]: Attempting to apply patches to lobby, but there were no patches to apply. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:LogWarning(String, Object) Unity.Services.Multiplayer.Logger:LogWarning(Object) LobbyPatcher:GetLobbyPatches(LobbyPatches) Unity.Services.Lobbies.Internal.d__14:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) Unity.Services.Lobbies.Internal.<<-ctor>b__0>d:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) Unity.Services.Lobbies.Internal.<>c__DisplayClass11_0:<.ctor>b__0(String) Unity.Services.Wire.Internal.Subscription:ProcessPublication(Publication) Unity.Services.Wire.Internal.Client:HandlePushMessage(Push) Unity.Services.Wire.Internal.Client:OnWebsocketMessage(Byte[]) System.Threading.Tasks.Task:Execute() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&) System.Threading.Tasks.Task:ExecuteEntry(Boolean) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Unassigning player voice participant: GHOSTOFGURA UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnParticipantRemoved(Object, KeyEventArg`1) Unity.Services.Vivox.ReadWriteDictionary`3:Remove(TK) Unity.Services.Vivox.ChannelSession:InstanceOnEventMessageReceived(vx_evt_base_t) Unity.Services.Vivox.VxClient:InstanceOnMainLoopRun(Boolean&) Unity.Services.Vivox.Client:RunOnce() Unity.Services.Vivox.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) GHOSTOFGURA voice unassigned. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VoiceParticipantTapSetup:MyPlayerInfo_OnVoiceParticipantAssigned(VivoxParticipant) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnParticipantRemoved(Object, KeyEventArg`1) Unity.Services.Vivox.ReadWriteDictionary`3:Remove(TK) Unity.Services.Vivox.ChannelSession:InstanceOnEventMessageReceived(vx_evt_base_t) Unity.Services.Vivox.VxClient:InstanceOnMainLoopRun(Boolean&) Unity.Services.Vivox.Client:RunOnce() Unity.Services.Vivox.d__7:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Despawned VFMMPGameManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:OnNetworkDespawn() Unity.Netcode.NetworkBehaviour:InternalOnNetworkDespawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkDespawn() Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean, Boolean) Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects() Unity.Netcode.NetworkManager:ShutdownInternal() Unity.Netcode.NetworkManager:OnDestroy() Leaving voice channel: LGwyZWNwVQK7TYbqRL2xTS UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.VFMMultiplayerGameManager:OnNetworkDespawn() Unity.Netcode.NetworkBehaviour:InternalOnNetworkDespawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkDespawn() Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean, Boolean) Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects() Unity.Netcode.NetworkManager:ShutdownInternal() Unity.Netcode.NetworkManager:OnDestroy() seat sound: close UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.AnimatedLobbySeat:PlayCloseSound() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.LobbySeatAnimationController:VFMMultiplayerGameManager_OnDespawned() Unity.Netcode.NetworkBehaviour:InternalOnNetworkDespawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkDespawn() Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean, Boolean) Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects() Unity.Netcode.NetworkManager:ShutdownInternal() Unity.Netcode.NetworkManager:OnDestroy() XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture [XR] [32332] [14:11:36.113][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=2 time=169813050767099 [XR] [32332] [14:11:36.113][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED session=2 time=169813050773100 [XR] [32332] [14:11:36.113][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING session=2 time=169813050776300 [XR] [32332] [14:11:36.113][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE session=2 time=169813050935799 [XR] [32332] [14:11:36.113][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_IDLE->XR_SESSION_STATE_EXITING session=2 time=169813050948600 [XR] [32332] [14:11:36.113][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [32332] [14:11:36.113][Info ] ==== Report Reason: System Shutdown ==== [XR] [32332] [14:11:36.113][Info ] ==== OpenXR Init Info ==== [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] Stage 1 Missing Entry Points: (1) [XR] [32332] [14:11:36.113][Info ] xrInitializeLoaderKHR [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] ==== OpenXR Settings ==== [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] Symmetric Projection: False [XR] [32332] [14:11:36.113][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [32332] [14:11:36.113][Info ] Latency Optimization: PrioritizeRendering [XR] [32332] [14:11:36.113][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [32332] [14:11:36.113][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:11:36.113][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [32332] [14:11:36.113][Info ] Optimize Buffer Discards: False [XR] [32332] [14:11:36.113][Info ] Multiview Render Regions Optimization Mode: None [XR] [32332] [14:11:36.113][Info ] Use OpenXR Predicted Time: True [XR] [32332] [14:11:36.113][Info ] Foveated Rendering API: Legacy [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] ==== OpenXR Provider Info ==== [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] Provider Version: 1.16.0 [XR] [32332] [14:11:36.113][Info ] App: VFM #1372187934 [XR] [32332] [14:11:36.113][Info ] Engine: 6000.2.13f1 #86037505 [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] ==== OpenXR Runtime Info ==== [XR] [32332] [14:11:36.113][Info ] [XR] [32332] [14:11:36.113][Info ] Available Runtime Extensions: (70) [XR] [32332] [14:11:36.113][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:11:36.113][Info ] XR_KHR_D3D12_enable: Version=10 [XR] [32332] [14:11:36.113][Info ] XR_KHR_opengl_enable: Version=11 [XR] [32332] [14:11:36.113][Info ] XR_KHR_vulkan_enable: Version=9 [XR] [32332] [14:11:36.113][Info ] XR_KHR_vulkan_enable2: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:11:36.113][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_KHR_convert_timespec_time: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:11:36.113][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:11:36.113][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:11:36.113][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:11:36.113][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXT_debug_utils: Version=5 [XR] [32332] [14:11:36.113][Info ] XR_OCULUS_recenter_event: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_color_space: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:11:36.113][Info ] XR_META_headset_id: Version=2 [XR] [32332] [14:11:36.113][Info ] XR_OCULUS_ovrsession_handle: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXT_hand_interaction: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXT_hand_tracking: Version=4 [XR] [32332] [14:11:36.113][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [32332] [14:11:36.113][Info ] XR_FB_hand_tracking_capsules: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_FB_hand_tracking_mesh: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_hand_tracking_microgestures: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_simultaneous_hands_and_controllers: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXTX2_stationary_reference_space: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_body_tracking: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_render_model: Version=4 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_container: Version=2 [XR] [32332] [14:11:36.113][Info ] XR_FB_scene: Version=4 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity: Version=3 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_storage: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_query: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_user: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_storage_batch: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_spatial_entity_sharing: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_spatial_entity_persistence: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_spatial_entity_discovery: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_spatial_entity_group_sharing: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_spatial_entity_mesh: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_spatial_entity_sharing: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_boundary_visibility: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_colocation_discovery: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_METAX1_dynamic_object_tracker: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_dynamic_object_tracker: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_dynamic_object_keyboard: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_virtual_keyboard: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXT_local_floor: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_EXT_active_action_set_priority: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_haptic_amplitude_envelope: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_haptic_pcm: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_touch_controller_pro: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_touch_controller_plus: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_FB_touch_controller_proximity: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_OCULUS_external_camera: Version=1 [XR] [32332] [14:11:36.113][Info ] XR_META_detached_controllers: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_LOGITECH_mx_ink_stylus_interaction: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_EXT_future: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_FBX1_touch_controller_extras: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_EXT_palm_pose: Version=3 [XR] [32332] [14:11:36.114][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [32332] [14:11:36.114][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Available Layers: (0) [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Runtime Name: Oculus [XR] [32332] [14:11:36.114][Info ] Runtime Version: 1.113.0 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Runtime extensions enabled: (10) [XR] [32332] [14:11:36.114][Info ] XR_KHR_D3D11_enable: Version=10 [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_color_scale_bias: Version=5 [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_cube: Version=8 [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_equirect: Version=3 [XR] [32332] [14:11:36.114][Info ] XR_KHR_visibility_mask: Version=2 [XR] [32332] [14:11:36.114][Info ] XR_UNITY_foveation: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [32332] [14:11:36.114][Info ] XR_META_performance_metrics: Version=2 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Available Reference Spaces: (4) [XR] [32332] [14:11:36.114][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [32332] [14:11:36.114][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [32332] [14:11:36.114][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [32332] [14:11:36.114][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL_FLOOR [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Instance Id : 0x1 [XR] [32332] [14:11:36.114][Info ] System Id : 0x17 [XR] [32332] [14:11:36.114][Info ] Session Id : 0x2 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Available View Configuration Types: (1) [XR] [32332] [14:11:36.114][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=False [XR] [32332] [14:11:36.114][Info ] [0]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:36.114][Info ] [0]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:11:36.114][Info ] [1]: Recommended: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:36.114][Info ] [1]: Maximum: Width=4128, Height=4544, SampleCount=4 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Skip Present To Main Screen: No [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Available Environment Blend Modes: (1) [XR] [32332] [14:11:36.114][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Features requested to be enabled: (5) [XR] [32332] [14:11:36.114][Info ] Composition Layers Support: Version=1.0.0, Company="Unity", Extensions="XR_KHR_composition_layer_cylinder XR_KHR_composition_layer_equirect XR_KHR_composition_layer_equirect2 XR_KHR_composition_layer_cube XR_KHR_composition_layer_color_scale_bias XR_KHR_android_surface_swapchain" [XR] [32332] [14:11:36.114][Info ] Foveated Rendering: Version=1, Company="Unity", Extensions="XR_UNITY_foveation XR_FB_foveation XR_FB_foveation_configuration XR_FB_swapchain_update_state XR_FB_foveation_vulkan XR_META_foveation_eye_tracked XR_META_vulkan_swapchain_create_info" [XR] [32332] [14:11:36.114][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Requested feature extensions not supported by runtime: (8) [XR] [32332] [14:11:36.114][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] System Properties: Name="Meta Quest 3", VendorId=-11714 [XR] [32332] [14:11:36.114][Info ] System Graphics Properties: MaxWidth=4096, MaxHeight=4096, MaxLayers=16 [XR] [32332] [14:11:36.114][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] ==== OpenXR API Spec Version ==== [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] XrInstance Created with OpenXR API Version: 1.1.49 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] ==== OpenXR Input ==== [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Action Sets (3): [XR] [32332] [14:11:36.114][Info ] htcvivecontroller: ActionCount=12 [XR] [32332] [14:11:36.114][Info ] oculustouchcontroller: ActionCount=17 [XR] [32332] [14:11:36.114][Info ] valveindexcontroller: ActionCount=21 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] ==== OpenXR Swapchain Details ==== [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Render Mode: Single Pass Instanced [XR] [32332] [14:11:36.114][Info ] Latency Optimization: Prioritize Rendering [XR] [32332] [14:11:36.114][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [32332] [14:11:36.114][Info ] Depth Submission Mode: Depth24Bit [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] Swapchain Format Preferences: [XR] [32332] [14:11:36.114][Info ] kRenderTextureFormatGroup8888 [XR] [32332] [14:11:36.114][Info ] Swapchain Formats: [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [32332] [14:11:36.114][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_R11G11B10_FLOAT [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_D16_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_D32_FLOAT [XR] [32332] [14:11:36.114][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC1_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC1_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC2_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC2_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC3_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC3_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC6H_UF16 [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC6H_SF16 [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC7_UNORM [XR] [32332] [14:11:36.114][Info ] DXGI_FORMAT_BC7_UNORM_SRGB [XR] [32332] [14:11:36.114][Info ] Swapchain Views: (2) [XR] [32332] [14:11:36.114][Info ] [0]: Width=2064, Height=2272, SampleCount=1 [XR] [32332] [14:11:36.114][Info ] [XR] [32332] [14:11:36.114][Info ] ==== Last 20 Events ==== [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE [XR] [32332] [14:11:36.114][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_EXITING [XR] [32332] [14:11:36.114][Info ] ==== End Unity OpenXR Diagnostic Report ==== Destroying VFMGameManager. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:OnDestroy() Signing out of voice. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__4:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:SignOut() VFM.VFMGameManager:OnDestroy() [Vivox]: The Authentication SDK has been signed out of. As a result, Vivox is logging out. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:LogWarning(String, Object) Unity.Services.Vivox.VivoxLogger:LogWarning(Object) Unity.Services.Vivox.VivoxServiceInternal:OnAuthenticationLost() Unity.Services.Authentication.AuthenticationServiceInternal:SignOut(Boolean) VFM.VFMGameManager:OnDestroy() Prev eye specs: eyeTexResScale=0 eyeTexHeight=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) Set URP Render Scale: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) Post eye specs: eyeTexResScale=0 eyeTexHeight=0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetRenderScale(Single) Enabling fallback camera UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.FallbackCamera:VRHead_OnHeadDisabled(VRHead) VRHead:OnDisable() UnlistenDSEvents (LobbyMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPLobbyMenuUI:UnlistenDSEvents() VFM.MPLobbyMenuUI:OnDisable() Saving game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:SaveSettings() [Physics::Module] Cleanup current backend. [Physics::Module] Id: 0xf2b8ea05 Input System module state changed to: ShutdownInProgress. Input System polling thread exited. Input System module state changed to: Shutdown.